Brute. The ape-man's melee attacks deal one additional die of damage (included in the attack).
Indomitable (1/Day). If the ape-man fails a saving throw, it can choose to succeed instead.
Multiattack. The ape-man makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 16 (2d12 + 3) slashing damage.
Battle Cry (1/Day). All allied creatures within 30 feet of the ape-man that can hear it gain advantage on attack rolls until the start of the ape-man's next turn. The ape-man can then make one attack as a bonus action.
Whirlwind Attack (Recharge 5-6). The ape-man swings its greataxe in a whirlwind arc, targeting all creatures within 5 feet of it. Make a separate attack roll for each creature.
Hit and Run. The ape-man can take the Dodge, Disengage, or Hide action as a bonus action on its turn.
Parry. The ape-man adds 2 to its AC against a melee attack that would hit it. To do so, the ape-man must see the attacker and be wielding a melee weapon.
The ape-man can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ape-man regains spent legendary actions at the start of its turn.
Move. The ape-man moves up to its speed.
Attack. The ape-man makes a Greataxe attack.
Command (Costs 2 Actions). The ape-man targets one allied creature within 30 feet of it. If the targeted creature can see and hear the ape-man, it can use its reaction to move up to half its speed and make a melee attack.
Description
More than beasts but less than men, the brutal ape-men prowl the jungle, abducting travelers to be sacrificed in profane, cannibalistic rituals.
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