Small Construct, Unaligned
Armor Class 12 (natural armor)
Hit Points 26 (3d8 + 12)
Speed
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
1 (-5)
Skills Athletics +7, Perception +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Senses Blindsight 60ft (blind beyond this radius), Passive Perception 13
Languages understands the language of its creator, but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The ape is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the ape must succeed on a Constitution saving throw against the caster's spell save DC or fall unconsious for 1 minute.

Lifelike. While the ape is viewed from a distance and isn't performing obviously abnormal activities, it resembles an ordinary ape. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Magic Resistance. The ape has advantage on saving throws against spells and other magical effects.

Constructed Nature. A clockwork ape doesn't require air, food, drink, or sleep.

 

 

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 25/50 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

 

Description

 Apes made from clockwork, they are stronger and hardier than normal apes, but less intelligent and charismatic. They are sometimes used as guards in fortresses and dungeons built in jungles and forests inhabited by natural apes, as they look similar enough at a distance, for only up close does the truth reveal itself.

Grendorthegolden

Comments

Posts Quoted:
Reply
Clear All Quotes