Winged Ape

Description:

Large monstrosity, Chaotic Evil


Armor Class: 14 (natural armor)

Hit points: 95 (10d10+40)

Speed: 30ft., climb 30ft., fly 40ft.


STR 20 (5) DEX 15 (2) CON 18 (4) INT 4 (-3) WIS 15 (2) CHA 8 (-1)


Saving Throws Dex +5

Skills Perception +5, Stealth +5

Damage Vulnerabilities poison

Damage Resistances necrotic

Condition Immunities exhaustion

Senses darkvision 60ft., passive Perception 15

Languages Infernal

Challenge 5 (1800 XP)


Alchemic Instability. The winged ape undergoes a random mutation at the start of its turn. The effects of the mutation last until the start of its next turn. To determine the effects of the mutation, roll a d10 and consult the the following table:

1: Melting. Something has gone wrong with its inner workings and the winged ape takes 2d6 poison damage.
2: Exposure.. The winged ape bulges and tears, making its natural armor useless for the turn. Its AC is lowered by 2 (AC 12) this turn.
3: Nothing.. The winged ape’s state remains stable and no mutation occurs this turn.
4-5: Surge of Strength.. The winged ape has advantage on the first strength-based weapon attack it uses on its turn.
6-7: Fast Metabolism. The winged ape regains an additional 2d4 hit points with its regeneration ability this turn.
8: Extra Arm. The winged ape can make one additional slam attack this turn.
9: Extra Head. The winged ape has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. It can make one additional bite attack with disadvantage this turn.
10: Roll twice and apply both results. If you roll 10 again, repeat this process.

Regeneration. The winged ape regains 5 hit points at the start of its turn. If the winged ape takes poison or radiant damage, this trait does not function at the start of the winged ape’s next turn. The winged ape dies only if it starts its turn with 0 hit points and does not regenerate.


Multiattack. The winged ape makes two slam attacks and one bite attack.

Slam Melee Weapon Attack: 8 to hit, reach 5ft., one target. Hit: 9 (1d85) bludgeoning damage. If the winged ape hits the same target with two or more slam attacks on its turn, it has advantage on a bite attack against the same target on its turn.

Bite Melee Weapon Attack: 8 to hit, reach 5ft., one target. Hit: 8 (1d65) piercing damage. When the winged ape scores a critical hit with this attack, it deals an additional 1d6 damage and has advantage on all its melee attack rolls until the end of its next turn.

Makeshift Javelin Ranged Weapon Attack: 8 to hit, range 30/120ft., one target. Hit: 9 (1d85) piercing damage.

Bio:

Winged Ape

Raakamah, City of Monsters VariSami