Medium Humanoid, Typically Chaotic Evil
Armor Class 12 (leather armor)
Hit Points 21 (3d8 + 3)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
7 (-2)
Skills Acrobatics +3, Stealth +3
Senses Passive Perception 11
Languages Abyssal
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Slay Foe (1/Turn). The ape-man deals an additional die of damage with its weapon attack if it hits a creature that doesn't have all of its hit points.

Actions

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 30/120 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage. 

Blowgun. Ranged Weapon Attack: +3 to hit, range 25/100 ft., 1 target. Hit: 1 piercing damage, and the target must succeed a DC 12 Constitution saving throw or be poisoned for one hour. A target can repeat the saving throw at the start of its turn, ending the effect on itself on a success.

Bonus Actions

Hit and Run. The ape-man can take the Dodge, Disengage, or Hide action as a bonus action on its turn.

Description

More than beasts but less than men, the brutal ape-men prowl the jungle, abducting travelers to be sacrificed in profane, cannibalistic rituals.

Previous Versions

Name Date Modified Views Adds Version Actions
2/3/2024 9:30:50 PM
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Coming Soon
LENNNAhy

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