Medium Humanoid, Typically Chaotic Evil
Armor Class 13 (hide armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., Climb 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
14 (+2)
Skills Acrobatics +3, Insight +5, Perception +5, Stealth +3
Senses Passive Perception 14
Languages Abyssal, Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The ape-man is a 5th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The ape-man has the following cleric spells prepared:

Cantrips (at will): light, sacred flame (2d8), thaumaturgy

1st level (4 slots): cure wounds, guiding bolt, sanctuary

2nd level (3 slots): lesser restoration, spiritual weapon, magic weapon

3rd level (2 slots): dispel magic, spirit guardians

Actions

Quarterstaff. Melee Weapon Attack: + 2 to hit, reach 5 ft., one target. Hit:  3 (1d6) bludgeoning damage if used with one hand, or 5 (1d8) bludgeoning damage if used with 2 hands.

Dagger. Melee or Ranged Weapon Attack: + 3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +1) 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.

LENNNAhy

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