Giant Ape

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Revision as of 19:46, 9 February 2024 by Andi (talk | contribs) (Created page with "[Back to creatures] __NOTOC__ Huge, intelligent primates make their homes in tropical and subtropical environments, especially at high elevations. Giant Apes live in large groups consisting of several families and their young, led by an alpha male and female who are usually the physically strongest out of their group. Apes are primitively intelligent and often make tools or weapons out of sticks and sharpened rocks. {| class="creature" |+ ! colspan="...")
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Huge, intelligent primates make their homes in tropical and subtropical environments, especially at high elevations. Giant Apes live in large groups consisting of several families and their young, led by an alpha male and female who are usually the physically strongest out of their group. Apes are primitively intelligent and often make tools or weapons out of sticks and sharpened rocks.

Giant Ape

Monster Level: 8
Huge. Giant Beast
STR DEX END AWR INT CHA
5 2 4 2 -1 -2
Ref: 12 Fort: 14 Ant: 12 Log: 9 Will: 8
Armor Rating 12 Senses Low-Light Vision 30 ft
Hit Points 75
Speed 35 ft, Climb 35 ft
Skills (STR) Athletics +4, Menacing +4; (DEX) Balancing +4, Tumbling +4; (END) Forced March +2; (AWR) Foraging +6, Perceiving +2
Features
Rudimentary Crafter. The Giant Ape has +2 in one Crafting skill of the MC’s choice: Carpentry, Masonry, Smithing, or Woodcarving.

Rudimentary Weapon. Given 4 hours of time, the Giant Ape can craft a handaxe, javelin, or dirk.

Grappler. The Giant Ape has +2 on all Grappling checks.

Actions

The Giant Ape can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Giant Ape can move up to its speed.

Fist. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) blunt.

Duel. The Giant Ape assumes a stance that allows it to Exploit.

OR the Giant Ape can take ONE of the following actions.

Rock. Thrown (60 ft) Natural Weapon. +5 vs REF. Hit: 11 (1d12+5) blunt and the creature falls Prone and is Dazed until the end of its next turn.

Rallying Shriek (1/Recoup). The Giant Ape can only use this ability if it is Bloodied. The Giant Ape, and one other Giant Ape of its choice, each regains 4 (1d8) HP.

Menace (Recharge 6). Ranged (30 ft) Natural Weapon. +4 vs WILL. Hit: The target creature is Demoralized and Shaken until the end of its next turn.

Reactions
Duel (1/Round). If the Giant Ape used its Duel ability on its last turn, it may Exploit.