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Ape, giant

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Ape, Giant 7 CR: 7; Sz: Huge Animal; H: 18’ T; W: 6,000 to 10,000; Age: ; HD: 10d8+40 ; Hp: 85; Init: +1; Spd: 30’ (6 sq) Climb 15’; AC: 16; (–2 Size, +1 Dex, +7 Natural ), T: 9, FF: 15; BaB: +7; Grap: +27; Atk: +15 melee (2d4+10 Slam) or +7 ranged (2d6+10 rock); Full Atk: +15 melee (2d4+10, Slam- Both arms) and +10 melee (2d6+5 Bite) or +7 ranged (2d6+10 Rock); Spc/Rch: 15’/15’; SA: Fierce grappler, Improved Grab, Rend 3d6+15, Rock throwing, Toss; SQ: Dire, Low-light vision, Scent; Lang: ; AL: ; Sv: F: +11, R: +10, W: +10; Abil: S: 30/+10, D: 13/+1, C: 18/+4, I: 2/-4, W: 12/+1, Ch: 7/-2 ; Weapro: ; Skills: Climb +18, Listen +8, Spot +8, Survival +4; Feats: Alertness, Iron Will, Lightning Reflexes, Power Attack; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: ; Tactics: Like Dire Apes, Giant Apes attack anything that enters their territory, even other apes. They are just as likely to throw a grappled opponent as rend them. Giant apes are also capable of throwing large stones with considerable accuracy. ; RPGL: ; Descrip: This massive, feral ape is nearly three times as tall as a man; History: ; Envir: Any forests or mountains ; Org: Solitary or gang (2-5); Lv Adv: 11-20 HD (Huge), 21-30 (Gargantuan); Exp: ; Increased/Decrease Ability Scores: ;

Giant apes are massive relatives of the dire ape The skin of the gorilla is black, and the hair is coarse and near-black, turning gray on the backs of old males (hence called silverbacks). The muzzle is short and hairless, with a flat nose, flaring nostrils, and strong jaws. The eyes and ears are small, and the brow ridge is prominent.
They can walk upright but commonly travel on all fours, with knuckles of the hands touching the ground. They have the greatest intelligence of animals other than humans and can use simple tools. If shown they can become proficient with clubs or other one handed blunt weapons.
Gorillas build makeshift camps each night after a day of foraging for the succulent plants, berries, and leaves that constitute their diet. At times the females and young sleep in trees on platforms made of small branches and leaves, while the older males nest on drier grass at the base of the tree. A hooting sound is uttered as an alarm signal or to note any unusual event; when the male leader uses it, the entire group is instantly attentive. Other calls include sharp grunts for invoking discipline and low growls for expressing pleasure. All gorillas beat their chests; in the male this behavior may serve as a display of power or intimidation. The gorilla has no natural enemies, but the male leader will charge all intruders while the females and young flee to a safe distance. Intruders who run away may be chased and killed; those who stand their ground are not harmed.
The sexual cycle in the gorilla is the same as in the human. The female menstruates about every 28 days and may mate in any season. Single or, occasionally, twin young are born after about 8.5 months. Young are suckled for about a year and mature at 11 to 12 years. Gorillas in the wild live on average into their thirties; in captivity, they live into their mid-forties.
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Dire (Ex): Giant apes are considered to be dire animals for the purposes of saving throws.

Fierce Grappler (Ex): Giant apes have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Improved Grab (Ex): To use this ability, a giant ape must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can toss its opponent.

Rend (Ex): If a giant ape hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 3d6+15 points of damage.

Rock Throwing (Ex): Giant apes are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant ape can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments. The range increment is 60 feet for a giant ape's thrown rocks.

Toss (Ex): A giant ape can toss a grappled opponent in a random direction. Resolve the toss as a bull rush maneuver (+18 check modifier), except there is no attack of opportunity, as the giant ape has already grabbed its victim. The giant ape does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the giant ape’s bull rush check, he remains in his current square with no ill effects and is no longer grappled. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Skills: Giant apes have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Giant apes have a -4 racial penalty on Swim checks.

1987 Wizards of the Coast, Inc. Originally found in I13 - Adventure Pack I
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