Ape
Ape, CR 1/2
STR
17
+3
DEX
15
+2
CON
15
+2
INT
6
-2
WIS
13
+1
CHA
6
-2
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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