Barbed Mane. At the start of each of its turns, the ape deals 5 (1d10) piercing damage to any creature grappling it, and if a creature hits the ape with an unarmed strike takes 5 (1d10) piercing damage and the creature must make a DC 14 Constitution saving throw, taking 10 (4d4) poison damage on a failed save.
Multi-attack. The ape makes either two fist attacks or two tree club attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Tree Club. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 43 (4d20 + 6) bludgeoning damage.
Uprooted Tree. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 35 (7d8 + 6) bludgeoning damage, if the target is a creature, it must make a DC 18 Strength saving throw or be knocked prone.
Description
The barbmane ape first appears to be a lanky/ thin giant ape with a bushy mane littered with sharp, poisonous quills, adventurers are known to pay the apes of with barrels of fruit and even small live stalk.
"Terrifying diplomatic apes with a pension for 'trading', were you give them barrels of fruit and medium to small animals and in-term they give you a safe passage through their forests and mountains., Never turn down the deal as their are some things not worth dying for." -Balune, Wandering Merchant
Previous Versions
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10/6/2020 10:27:41 PM
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9/30/2021 11:52:02 PM
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24
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Coming Soon
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