Medium Humanoid, Typically Chaotic Evil
Armor Class 16 (studded leather armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., Climb 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
13 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +6
Skills Acrobatics +6, Nature +3, Perception +4, Stealth +6, Survival +6
Senses Passive Perception 14
Languages Abyssal
Challenge 3 (700 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.

Spellcasting. The ape-man is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The ape-man has the following ranger spells prepared:

1st level (4 slots): cure wounds, fog cloud, hunter's mark

2nd level (3 slots): pass without trace, silence

Actions

Multiattack. The ape-man makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) 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

Comments

Posts Quoted:
Reply
Clear All Quotes