Lightning fur: The Lightning ape emits a 60ft dim light from the electrical charge emitted from its fur. this provides resistance to lightning damage.
Electrically charged (five times per day): As a bonus action the lightning ape can become further electrically charged . While electrically charged the creature has immunity to lighting damage and their melee attacks deal additional lighting damage. additionally lightning damage is increased by one dice category.
If electrically charged and the creature uses the Lighting blast legendary action creatures that are caught in the stream make the dex save at disadvantage ( conditions that provide advantage cancel this ability out). After using Lighting blast roll a D20. any role under 5 and the Electrically charged state ends and cant be used again until the start of the second turn from when it ended.
Enraged: As a bonus action The Lightning ape may become increasingly angry . While in this state the Lighting ape becomes resistant to all weapon based attacks ( magical or otherwise) for up to one minute. Additionally the Lightning apes attacks become more violent dealing additional damage.
The lightning ape may use this feature while electrically charged.
Legendary resistance 3/day
Multiattack. The ape makes four fist attacks OR throw up to two rocks
Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 8) bludgeoning damage + 6 (2d6) Lightning damage. When Electrically charged, attacks deal an additional 3d8 lightning damage. When Enraged, The attacks deal an additional 2d8 bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 100/200 ft., one target. Hit: 24 (4d8 + 8) bludgeoning damage. When Electrically charged, The attacks deal an additional 3d8 lightning damage. When Enraged, The attacks deal an additional 2d8 bludgeoning damage.
As a reaction the Lightning ape may use it's reaction to grapple a player DC: 18 athletics or acrobatics to escape.
The lightning ape may take up to 3 legendary actions before the start of its next turn.
(Recharge 4-6) Lightning blast (1 action) : Range: 45 ft x 5 ft: DEX SAVE DC 21 : failed save take 24 (8d6) lightning Damage or half as much on a successful save. While Electrically charged This attack deals an additional 4d8 lightning damage
Frightful Presence (1 action) : DC 21 wis save or come under the condition of the Fear condition. The creature who is under this condition the creature cannot willining approach the creature and has disadvantage on all attacks made to the creature. Passing the save make you immune to this effect for 24 hours.
Electric infusion (2 actions): while grappled the creature must make a DC 21 con save or take 18 (6d6) lightning damage or half if passed. If the player is wearing metal that player becomes electrically charged. While electrically charged the Lightning ape may use it's Rock throw to throw the creature. A small to medium creature thrown this way deals an additional 4d8 +8 bludgeoning to its self and the target and 6d6 lightning damage to the target but not the creature thrown. A large creature deals 8d8 +8 bludgeoning to both and 12d6 lightning damage. to the target.
While the creature has metal items infused with electricity on: Their movement is halved (rounded up) they have disadvantage on all dex and strength based attacks and saving throws. This effect lasts up until the end of the creatures 3rd turn or if thrown at a creature or if they are able to hit a creature with the electrically infused item ( dealing the lighting damage to that creature).
Over charged Lighting blast ( 3 actions only when under half HP, Electrically charged and enraged.) Dex save 24 range 70ft x 15 ft: On failed save take 72 (12d12) Lighting damage or halved on a passed save . If the Dex save was failed make a Con save DC 21 or become Paralyzed (A paralyzed creature is incapacitated (see the condition) and can’t move or speak.The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.) A DC 21 con save can be made at the end of each of the paralyzed creatures turns to remove this effect .
After this action is used : The Alpha lighting ape cannot use this legendary action again for 24 hours. Additionally the Alpha lighting ape must make a DC 24 con save or be unable to use its lighting blast for 24 hours. If Lighting blast was on recharge, the Alpha lighting ape must make the Con save until the Lighting blast is recharged.
Lair and Lair Actions
The lair of the alpha is a desiccated area of bones and the stench of blood.
Typically you may find 1d4+1 undamaged unicorn horns among the bone piles or within the alphas nest.
The alpha`s nest it typically on the highest point on the nesting grounds and is protected by the younger Lighting apes, while the adults go out and hunt.
The Alphas nest is decorated with the heads of other adult Lighting apes and typically the former alphas. Any lighting ape that challenges the alpha gets their head placed as decoration.
Lair actions : One of 4 things will happen determined on a d4
on a 1 : 1d4 + 1 lighting apes will come and Aid the alpha (this action can only happen once if a 1 is rolled again nothing happens)
on a 2: lighting strikes the Alpha instantly giving him the Electrically charged condition
on a 3: lighting strikes around the area: dc 15 dex save or take 2d6 lighting and your movement becomes 0 for the duration of your next turn
on a 4: boulders thrown: All creatures make a DC 18 dex save or take 12 (4d6) bludgeoning ( may only happen every 5 rounds or nothing happens)
Previous Versions
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