Homebrew Awakened Ape Species Details

"He was my most favourite pet and now my very best servant. With the strength of ten men I used him mainly for the heavy lifting but, now with his enhanced reasoning capabilities, he can be much more useful in my work. He has, however, begun to question my authority. I'm sure a few beatings will whip that disobedience out of him."

- Last entry in the journal of the late wizard, Archibald Tannerson.

 

The Awakened Ape is not a race in itself, but is usually a singular individual that has been twisted, usually against their will, by magics to become significantly more intelligent than their kin. This intelligence can be a curse, however, as they soon realize the insignificance of their species on a larger global and planar scale.

Awakened Apes quickly accept that they no longer belong in their family troupes and venture into the larger world to discover a new life purpose. Many strive towards a virtuous role in civilized society in an effort to be accepted by their new 'troupe', but some, used to a life of conflict and dominance, wish to use their new found power to dominate lesser beasts or people to gain some semblance of control over a threatening new world.

 

Awakened Ape Traits

An Awakened Ape is often definied by their physical attributes that set them apart from other civilized beings.

Ability Score Increase

The Awakened Ape retains many of the physical properties of their kind. You gain +2 Strength and +1 to either Dexterity or Constitution.

Natural Armor

You are resilient to physical damage, gain +2 natural AC.

Hybrid Nature

You count as both humanoid and beast. You can be affected by a game effect if it works on either of your creature types.

Fist

Your fists are your natural weapons that can be used in place of Unarmed Strikes. Your powerful blows deal 1d6 + your Strength modifier in bludgeoning damage.

Ungainly Shape

Due to your long muscular arms and stocky back legs, you find it difficult to find armor and clothing that fit you. You cannot wear standard gloves, shoes, or armor. You can wear certain headgear at the DM's discretion. To purchase/create custom gear see Barding in the PHB, pg 155.

Also, a creature has disadvantage on checks when using a disguise kit on you.

Naturally Adept

You are built for an arduous life in the forest. You have proficiency in Athletics and Perception.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages

You know the language of the one that awoken you.

Speak with Apes

Through body language and sounds, you can communicate simple ideas, intentions, and emotions to other apes.

Ape Appearance

You can appear and act as an unremarkable member of your ape species.

Apposable Toes

You can carry items in your feet. You cannot, however, attack with weapons held in your feet. While carrying items in one or both feet, your speed is halved. Your climbing speed is unaffected if you are holding items with your feet but both your hands are free.

Age

A natural ape matures around the age of 12 but an awakened one's maturity is partly influenced by the date of their awakening. Most apes don't live longer than 45 years.

Alignment

Awakened Apes rarely tread the middle ground of neutrality. They're either fervently altruistic, putting the needs of their companions above their own, or savagely aggressive, looking to oppress others under their raw strength.

Size

You are medium. Your height is determined by your species. A Chimpanzee might be no taller than a human child but a Gorilla might tower over a regular man.

Speed

You can walk and climb at a speed of 30 feet. You can even climb upside down, given there are ample handholds.

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