Aura of the Pacifist. Each creature that starts its turn within 30 feet of the ape must make a DC 27 Charisma saving throw; a creature can choose to fail this saving throw if it wishes. On a failed save, the creature becomes indifferent towards the ape, and the creature becomes indifferent about creatures — within 60 feet of the ape — that it is hostile toward, if they have failed this saving throw. The creature can repeat the saving throw at the start of its turn if it is more than 60 feet away from the ape, and the ape isn't within line of sight.
If a creature starts its turn while within 30 feet of the ape, and hasn't attempted to attack a creature, attempted to cast a spell on it — against its will, or deal damage to it by any other means, the creature gains 30 temporary hit points. While a creature has these hit points it has resistance to all damage, immunity to the blinded, charmed, deafened, frightened, paralyzed poisoned, and stunned conditions, can't become diseased, has advantage on all saving throws and whenever it regains hit points it treats any dice rolled to determine the hit points it regains as having rolled their maximum value for it. A creature looses the temporary hit points if it attempts to attack a creature, attempts to cast a spell on it — against its will, or deals damage to it by any other means.
While within 30 feet of the ape, if a creature targets a creature with an attack or a harmful spell or includes it in the area of effect of a harmful spell, it must first make a DC 27 Wisdom saving throw. On a failed save, the creature must take a different action. Any creature that subjects another creature to damage, while within 30 feet of the ape, takes 18 (4d8) radiant damage.
A creature within 30 feet of the ape has the ability to understand any spoken language it hears, unless it is spoken by a creature that it is hostile towards that doesn't wish the creature to understand. In addition, a creature within 60 feet of the ape has advantage on Wisdom (Insight) checks and disadvantage on Charisma (Deception) and Charisma (Intimidation) checks.
Diplomat's Understanding. The ape can communicate with any non-evil creature as if they shared a language, and the ape has advantage on Wisdom (Insight) checks made to deal with such creatures.
Innate Spellcasting. The ape's innate spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: absorb elements (as a 3rd-level spell), aid (as a 5th-level spell), animal friendship (as a 3rd-level spell), animal messenger (as a 9th-level spell), barkskin (no concentration), beast sense, bless, calm emotions (no concentration), catapult (as a 6th-level spell), catnap, charm monster, create food and water, create or destroy water, cure wounds (as a 3rd-level spell), death ward, detect poison and disease, druidcraft, earth tremor (as a 5th-level spell), earthbind, ensnaring strike (no concentration), entangle (no concentration), erupting earth, find familiar, goodberry, grasping vine (no concentration), greater restoration, guardian of nature (no concentration), healing spirit, hold monster (no concentration), hold person (as a 6th-level spell), lesser restoration, mending, mold earth, primordial ward (no concentration), purify food and drink, sanctuary, sending, spare the dying, speak with plants, transport via plants, wrath of nature (no concentration)
3/day each: animal shapes (no concentration), aura of vitality, charm monster (as an 8th-level spell), conjure animals (as a 5th-level spell, no concentration), conjure fey (no concentration), cure wounds (as a 5th-level spell), healing spirit (as a 5th-level spell), locate creature, mass cure wounds,protection from energy (no concentration), summon beast (as a 5th-level spell), transmute rock
1/day each: awaken, conjure animals (as a 9th-level spell, no concentration), conjure fey (as a 7th-level spell, no concentration), dominate person (as an 8th-level spell), druid grove, heal, heal (as a 9th-level spell), mass cure wounds (as an 8th-level spell), move earth, plant growth, raise dead, regenerate
Legendary Protection (10/day). If a creature within 30 feet of the ape fails a saving throw, it can choose to have the creature succeed instead.
Legendary Resistance (4/Day). If the ape fails a saving throw, it can choose to succeed instead.
Oath of the Pacifist. If the ape ends its turn without having dealt damage to any creature, that is not a fiend or undead, since the end of its last turn, it has resistance to all damage and immunity to two damage types of its choice, until the the end of its next turn, or until it deals damage to a creature that is not a fiend or undead.
Selfless Caster. The ape's spells that have a target of self or touch, instead have a range of 30 feet (if the target is willing). If a spell is cast has a reaction to the ape taking damage, the ape can cast the spell as a reaction to a creature within 30 feet of it taking damage — the spell takes effect as if the creature had cast it.
Speak with Beasts and Plants. The ape can communicate with beasts and plants as if they shared a language.
Telepathic Bond. If the ape communicates with a creature telepathically, the creature can respond to the ape, and other creatures in the conversation, likewise.
Titan's Stability. The ape can only become prone if it wishes to be.
Will of the Ancient One. If a creature spends at least 1 minute (10 turns) within 30 feet of the ape, and gains the benefit from the ape's Aura of the Pacifist or has been a willing target of one of the ape's spells, it gains the mark of the ape. The mark of the ape lasts on a creature for a number of days equal to the number of hours (rounded up) the creature spent within 30 feet of the ape. If a creature, with the mark of the ape, targets a good creature with an attack or a harmful spell or includes it in the area of effect of a harmful spell, it must first make a DC 27 Wisdom saving throw. On a failed save, the creature must take a different action. While a creature has the mark of the ape, if the creature targets a creature — that has not dealt damage to a good creature since the start of its last turn — with an attack or a harmful spell or includes it in the area of effect of a harmful spell, it must first make a DC 27 Wisdom saving throw. On a failed save, the creature must take a different action. A creature with the mark of the ape gains the following ideal: "Violence is a weapon of last resort. Diplomacy and understanding are the way forward."
In addition, a creature, with the mark of the ape, has advantage on Wisdom (Animal Handling) checks, Wisdom (Insight) checks, and Charisma (Persuasion) checks — made to persuade a good creature. If a creature targets a creature, with the mark of the ape — that hasn't subjected a creature (that isn't a fiend or undead) to damage since the start of its last turn — with an attack, a harmful spell or magical effect or includes it in the area of effect of a harmful spell or magical effect, it must first make a DC 27 Wisdom saving throw. On a failed save, the creature must choose a different target or take a different action. Beasts will also not attack a creature with the mark of the ape unless the creature has attacked it, or another beast — while within line of sight. A creature with the mark of the ape can also understand beasts and beasts can understand them (with or without the creature knowing).
Multiattack. The ape makes two attacks.
Grasp. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: The target is grappled (escape DC 27) and, if the target is Huge or smaller, it is restrained until the grapple ends. Until the grapple ends, if the target deals damage to a creature, that creature gains resistance to that instance of damage. While the ape has a creature grappled in this way, when the ape moves it takes the creature with it. If the ape has two creatures, grappled in this way, when it makes a grasp attack it must release one of the creatures it has grappled.
The ape can give a Medium or smaller creature total cover, and a Large creature half cover, while restrained by it (no action required).
Crush. One creature the ape has grappled takes 43 (6d10 + 10) bludgeoning damage and has disadvantage on attack rolls until the end of its next turn.
Fling. One object held or creature restrained by the ape is thrown up to 60 feet in a direction, of the ape's choice.
If it strikes a solid object, it takes 18 (4d8) bludgeoning damage and is knocked prone.
If it would strike a creature, the creature must make a DC 27 Dexterity saving throw. On a failed save, the creature and the thrown creature or object, both take 13 (3d8) bludgeoning damage and are knocked prone. On a successful save, the creature takes no damage and the thrown creature or object continues flying.
If the ape throws a creature and it doesn't strike a creature or an object, when the creature lands it must make a DC 27 Strength saving throw (no action required). On a failed save, the creature is knocked prone, and is pushed 5d8 feet away. If the ape throws an object and it doesn't strike a creature or an object, when the object lands it is pushed 5d8 feet away.
Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and the target must make a DC 27 Strength saving throw or be knocked prone.
Change Shape. The ape magically polymorphs into a humanoid, beast, fey, or plant, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ape's choice).
In a new form, the ape retains its alignment, hit points, Hit Dice, languages (including telepathy), proficiencies, proficiency bonus, truesight, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. The ape also keeps its special traits (Aura of the Pacifist, Innate Spellcasting, Will of the Ancient One, etc.) in addition to those of the new form. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Protector's Grasp. In response to a creature, within 20 feet or the ape, attacking a creature, other than the ape, the ape makes a grasp attack against the creature. If the grasp attack hits, the creature makes the attack roll with disadvantage.
The ape can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ape regains spent legendary actions at the start of its turn.
Grab. The ape makes a grasp attack.
Move. The ape moves up to its speed.
Spell. The ape casts one of its spells.
Ape's Sanctuary (Costs 2 Actions). The ape casts sanctuary on each creature within 30 feet of it — that is not a fiend or undead. While a creature is under the effect of sanctuary — when cast in this way, the creature also gains the effects of the barkskin, death ward, and primordial ward spells.
Toss (Costs 2 Actions). The ape makes a grasp attack. If it hits, the ape then makes a fling attack against the same target.
Ape's Restoration (Costs 3 Actions). Each creature within 30 feet of the ape — that is not a fiend or undead, regains 28 (4d8 + 10) hit points. The creature's hit point maximum is also increased by the same amount as the hit points it regained, until the creature subjects another creature — that isn't a fiend or undead — to damage.
Description
Colossal apes are twenty-five-foot tall (when on all fours) gorillas. They tend to have small ferns, moss and ivy growing on their backs and shoulders. It is common to see small animals — like squirrels, rabbits, and song birds — gathered around one of these gorillas. Deer and other larger animals will also convene on a colossal ape. Do to this tendency for animals to gather around these primates, it is not all that uncommon for them to have an entourage of animals following them.
Colossal apes are caring and friendly, hence animals gathering around them. They are also one of the few colossal beasts that will actually reach out to humanoids and will even take the form of a humanoid in order to enter into a humanoid settlement and socialize with humanoids. An observant creature, that knows what to look for, may be able to pick out a colossal ape in this form, by its posture, gait, accent, word choice, what it eats or doesn't eat, and the way animals follow it — whether with just their eyes or with their whole body. Most animals have a knack for picking it out, and they don't avoid telling an animal that they are actually an animal, the way they do with most humanoids. Someone who keeps an eye on it may even see it looking at an animal acting like it is having a conversation with — which it probably is just telepathically.
Colossal apes will often use words that would be considered outdated by most humans, or may mention the name of a human's great grandparent in a manner that makes the ape seem as if it knew the now dead human (because it did). They also have a tendency to use analogies relating to nature or sometimes magic. These gorillas will also sometimes slip up and talk in third-person when talking about themselves and may even use "we" instead of "I" — if they get comfortable enough. Colossal apes also apologize frequently, whether or not they were involved with what happened, and will take the blame when no one else will — though in such situations they will likely seek out who is to blame and have a talk with them (likely telepathically and without revealing who or what is talking to them, though it might also just take the form of a cat, squirrel, bird or other common animal).
Colossal apes use violence only as a last resort. When they are forced to use violence, they rarely kill the opposition, in favor of knocking them unconscious and tying them up. However, this compassion does not hold over to fiends and undead, and they also are not as hesitant to use violence against Drow (though they still won’t attack a Drow without good cause).
Like most colossal beasts the colossal ape does not need to eat, drink, or sleep. Though a colossal ape will still tend to sleep (mostly to pass the time), and when in a smaller form it also tends to eat and drink.
Lair and Lair Actions
A Colossal Ape's Lair
A colossal ape doesn't stay in one place, as such its lair moves with it. The area within 60 feet of the ape is considered to be its lair, no matter where it is. In addition, any forested area within 360 feet of the ape is included in its lair, and while in a humanoid settlement the humanoid settlement counts as its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the ape takes a lair action to cause one of the following effects:
- Each creature in the ape's lair must make a DC 27 Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls, and non-evil creatures have advantage on saving throws, forced by them.
- Each fiend or undead in the ape's lair takes 27 (5d10) radiant damage.
- The ape expands the area of effect of its Aura of the Pacifist to include its entire lair. The ape's Aura of the Pacifist returns to its usual size on initiative count 20 of the next round.
- Each creature in the ape's lair must make a DC 27 Charisma saving throw. On a failed save, for the next 10 minutes, a creature can't speak a deliberate lie while in the ape's lair.
- For the next hour, each creature in the ape's lair can understand any spoken language, can be understood by any non-evil creatures, and can understand any creature even if it doesn't know a single language.
- (1/day) Each creature in the ape's lair, that hasn't subjected a creature to damage within the past minute, gains 50 temporary hit points until they subject a creature to damage or until they finish a long rest.
Regional Effects
The area within 1 mile of the ape is affected by the presence of the colossal ape and its powerful magic, producing the following effects:
- Non-evil creatures do not require food nor water while within 1 mile of the ape. Unaligned creatures will recognize that they are under this effect almost immediately, whereas most humanoids will have to figure it out on their own. Due to this animals will gather within 1 mile of the ape, and will try to stay within 1 mile of the ape.
- Beasts are more common in the area, and they are less skittish. Non-evil creatures have advantage on Wisdom (Animal Handling) checks.
- Beasts, within 1 mile of the ape, will only attack another creature if the creature has attacked it, or another beast — while within line of sight.
- When a creature rolls a Hit Die to regain hit points, the creature treats the dice roll as having rolled its maximum value.
If the ape dies, the effects dissipate over a period of 3d4 days, although the Hit Dice recovery effect disappears immediatly.
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