Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +7 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 7) bludgeoning damage.
Monstrous Roar . Terrifying Roar The gorilla lets out a mighty, fearsome roar that can intimidate enemies. The roar affects creatures within a 30-foot radius. Any enemy that hears the roar must make a Constitution saving throw (DC 13), or be frightened and forced to move 10 feet away from the gorilla. (Creatures that succeed on the saving throw are not frightened but still suffer disadvantage on the next attack roll against the druid.)
Terrifying Charge . Fearsome Charge When the gorilla moves its full movement speed and hits an enemy with a charge, the enemy must make a Wisdom saving throw (DC 13). On a failed save, the target is frightened and suffers disadvantage on attack rolls against the druid for the next round.
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