Medium Monstrosity, Chaotic Neutral
Armor Class 18 (natural armor, shield)
Hit Points 112 (6d8 + 85)
Speed 30 ft., climb 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +8, DEX +5, CON +7, WIS +4
Skills Athletics +10, Deception +6, Intimidation +5, Perception +3, Stealth +6, Survival +2
Senses Passive Perception 13
Languages Can speak the language(s) of its victims (see Brain Eating)
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Brain-Eating. The gu'en-deeko fighting ape has used its Brain-Eating power (see the base Gu'en-Deeko for details) and currently possesses the brain powers of a Gladiator, a Knight, a Drow, and a Bugbear (see pages 346, 347, 128 and 33 of the Monster Manual).

Brave. The gu'en-deeko fighting ape has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gu'en-deeko hits with it (included in the attack).

Fey Ancestry. The gu'en-deeko fighting ape has advantage on saving throws against being charmed, and magic can't put the gu'en-deeko to sleep.

Innate Spellcasting. The gu'en-deeko fighting ape's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

  • At willdancing lights
  • 1/day eachdarknessfaerie fire

Surprise Attack. If the gu'en-deeko fighting ape surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The gu'en-deeko fighting ape makes three melee attacks or two ranged attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage,  or 16 (2d10 + 5) slashing damage if used with two hands. 

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage in melee or 8 (1d6 + 5) piercing damage at range, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the gu'en-deeko fighting ape can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the fighting ape. A creature can benefit from only one Leadership die at a time. This effect ends if the fighting ape is incapacitated.

Reactions

Parry. The gu'en-deeko fighting ape adds 2 to its AC against one melee attack that would hit it. To do so, the fighting ape must see the attacker and be wielding a melee weapon.

Description

This gu'en-deeko was once the combat slave of a tyrannical warlord. After eating the brain of a knight she acquired the personality of that noble warrior, started referring to herself as "Sir Henry of Whitestaff," and led her fellow slaves in an uprising, battling free of the gladiators barracks they were held in. The gu'en-deeko's delusions of chivalry do not prevent it "honoring" those who it defeats in battle by devouring their flesh, but she has become cautious about eating the brains of creatures whose minds might be powerful enough to overcome her current personality.

(Originally appeared in White Dwarf Magazine #18 (Apr/May 1980) as part of "The Halls of Tizun Thane" by Albie Fiore.)

Environment: ArcticMountain

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