Medium Humanoid, Typically Chaotic Evil
Armor Class 12 (leather armor)
Hit Points 30 (5d8 + 5)
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, Animal Handling +3, Stealth +3, Survival +3
Senses Passive Perception 11
Languages Abyssal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Spellcasting. The ape-man is a 3rd-level spellcaster (spell save DC 11, +3 to hit with spell attacks). The ape-man has the following ranger spells prepared:

1st level (3 slots): animal friendship, speak with animals

Command Beast. As an action on its turn, the ape-man can target one allied beast within 30 feet of it. If the target can see and hear the ape-man, the target can use its reaction to move up to half its speed and make a melee attack.

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.

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.

Ape-man beast masters capture and train jungle creatures to serve and protect the tribe. Many tribes train packs of apes or monkeys, but other creatures such as jungle cats, hyenas, and even dinosaurs can be found under the tribe's control.

LENNNAhy

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