Large Monstrosity, Neutral
Armor Class 21 (16 if unable to move)
Hit Points 188 (20d12 + 58)
Speed 50 ft.
STR
22 (+6)
DEX
22 (+6)
CON
22 (+6)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +12, DEX +12, CON +12, INT +7, WIS +8, CHA +9
Skills Acrobatics +12, Athletics +12, Investigation +7, Perception +8, Stealth +12
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Passive Perception 18
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Apex Eyes. The Apex have two floating eyeball familiars through which it can see and scout. These eyes move independently from the Apex and can scout as far away as 1,000 ft. from their master, constantly feeding whatever they're seeing back to it. The Apex always knows the exact location of its eye familiars. If an eye were to be destroyed, the Apex can create a new eye after 24 hours.

Perfect Senses. The Apex has advantage on Wisdom (Perception) checks that rely on hearing or smell. It can also reliably track anything it knows the scent of from up to 1,000 ft..

Beastly Reflexes. As long as the Apex can move freely, it gains a +5 bonus to its Armor Class.

Legendary Resistance (3/Day). If the Apex fails a saving throw, it can choose to succeed instead.

 
Actions

Multiattack. The Apex can make three attacks. Two with its claws and one with its bite.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Acid SpitRanged Weapon Attack: +10 to hit, reach 60 ft, one target. Hit: 24 (3d8 + 10) acid damage.

Acid Breath (Recharge 3). The Apex exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 71 (13d10) acid damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Dash. The Apex may take the Dash action as a bonus action.

Reactions

Opportunity Attack. When the Apex makes an opportunity attack it can attack twice with its claws.

Legendary Actions

The Apex 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 Apex regains spent legendary actions at the start of its turn.

Detect. The Apex makes a Wisdom (Perception) check.

Bite. The Apex makes a bite attack.

Movement. The Apex moves up to its movement speed.

 

Description

The Apex is an abomination, mutated by dark magic and unnatural experimentation. What creature it started out as is more or less unknown, but it has since taken on the forms of many different beasts and monsters. It's current shape is that of a grizzly, werewolf-like, bipedal beast with tufts of dark fur and leathery skin. It is faster than one would ever believe a thing of that size would be, and far stronger than any other beast you would encounter in the darkness of the forests.

KaffeMumrik

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