Ape


 

Ape, CR 1/2

Medium beast, unaligned
Armor Class 12
Hit Points 19 ( 3d8+6 )
Spell Points
Speed 30ft Climb: 30ft

STR

17
+3

DEX

15
+2

CON

15
+2

INT

6
-2

WIS

13
+1

CHA

6
-2

Proficiency Bonus 1
Skills Athletics ( 1d20+5 ), Perception ( 1d20+3 )
Senses Passive Perception 11
Languages --

Special Abilites

Standing Leap. The ape's long Jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. This movement does not provoke opportunity attacks.

Actions

Multiattack. The ape makes two fist attacks.   Fist. Melee Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Bludgeoning Damage.   Rock. Ranged Attack: 1d20+4 to hit, range 25/50 ft., one target. Hit: 6 ( 1d6+3 ) Bludgeoning Damage.   Deadly Leap. If the ape jumps 20 feet as part of its movement, it can then use this Action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 11 Strength or Dexterity saving throw (target's choice) or be knocked Prone and take 10 ( 2d6+3 ) Bludgeoning Damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the ape's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the ape's space.



 
 

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