Monster Name: Ape Sage
Medium humanoid (ape), neutral good
Armor Class: 14 (natural armor)
Hit Points: 45 (6d8 + 18)
Speed: 30 ft., climb 30 ft.
Saving Throws: Dexterity +5, Wisdom +6
Skills: Insight +6, Medicine +6, Perception +6, Survival +6
Senses: Darkvision 60 ft., passive Perception 16
Languages: Common, Sylvan, and one additional language of choice
Challenge: 4 (1,100 XP)
Traits:
Keen Senses: The ape sage has advantage on Wisdom (Perception) checks that rely on sight or hearing.
Calm Presence: As an action, the ape sage can use its soothing presence to calm aggressive creatures. Each creature within 30 feet that can see or hear the ape sage must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature is pacifistic and will not attack unless provoked. This effect ends if the creature takes damage.
Climbing Master: The ape sage has advantage on Dexterity (Acrobatics) checks to climb and can climb difficult surfaces, including those without handholds.
Actions:
Gentle Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The ape sage can choose to deal non-lethal damage with this attack.
Calming Aura (Recharge 5-6): The ape sage can emit a calming aura in a 20-foot radius centered on itself. Creatures of the ape sage's choice within this radius must make a DC 15 Wisdom saving throw. On a failed save, a creature is charmed and cannot take aggressive actions. The effect lasts for 1 minute or until the creature takes damage.
With both hands they will slam down on your body pick you up and sling you over they will use the environment to their best abilities.
When they do attack they use their full body and weight against you giving them an advantage against you and grappling and strength.
Reactions.
Protective Embrace: When an ally within 10 feet of the ape sage is hit by an attack, the ape sage can use its reaction to reduce the damage by 5 (1d10).
The Ape Sage is designed to be a guardian and peacekeeper, focusing on its ability to calm and protect rather than cause harm. This creature could fit well in a campaign where the players are interacting with a peaceful society or are seeking guidance and aid from a wise and benevolent creature.
Description
These monsters are more like villagers living their natural lives helping adventures but there are times where they do turn on you don't look them in the eye it's considered rude and a challenge.
Lair and Lair Actions
It's unlike a layer it's more like a village where they're trading and talking and spending most of the day it would be kind of similar to any other village you might meet on your way.
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