Legendary Ape (3.5e Monster)
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This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.
|N Large Animal|
|Init/Senses||+0/low-light vision; Listen +10, Spot +6|
|AC||24, touch 18, flat-footed 22|
|hp||65 (6 HD)|
|Resist||10 of energy affinity type|
|Speed||40 ft. (8 squares), climb 20 ft. (4 squares)|
|Melee||+16/+16 Claws (1d6 + 1d6 of energy affinity type) +12 Bite (1d6 + 1d6 of energy affinity type)|
|Space/Reach||10 ft./10 ft.|
|Atk Options||Rend (2d6+4), Blood Curdling Roar, Bloodlust, Call of the Wild|
|Abilities||Str 22, Dex 10, Con 16, Int 10, Wis 14, Cha 8|
|Skills||Intimidate +10, Survival +9|
|Energy Affinity (Su)||A legendary ape has an energy affinity chosen from the following types: acid, cold, electricity, fire, magic, negative energy, or positive energy. Its affinity grants it a bonus 1d6 damage of that energy type to all its natural weapons and resist 10 to that energy type.|
|Rend (Ex)||If both its claw attacks hit, the legendary ape deals an additional 2d6 normal damage + 2d6 energy damage (2 claw attacks).|
|Blood Curdling Roar (Ex)||As a move action, a legendary ape can ferociously roar, taking 10 on an intimidate check against all opponents within 30 ft. These opponents must make a Will save, adding in any bonuses against fear, with a DC equal to the intimidate check (20 in this case) or else be shaken. They make make a new saving throw at the end of their turn to end the effect.|
|Bloodlust (Ex)||A legendary ape hungers for blood. It gets a +4 bonus to attack and damage rolls with its bite attack when its opponent is below half their hitpoints.|
|Primal Leader (Ex)||A legendary ape is a strong leader that can protect its kin well. As a move action, a legendary ape can grant two of its allies 20 temporary hitpoints until the start of his next turn.|
|Call of the Wild (Su)||Legendary apes almost always travel with a pack. The most common pack size is 2 Dire Apes and 4 Apes, not including children and other non-combatants, but other pack sizes do exist. If a legendary ape is encountered without his pack, it may call any number of them to its aid as a full-round action. This results in the combatants being teleported into any unoccupied squares of its choice within 120ft. These creatures can begin acting at the end of the legendary ape's next turn and are flat-footed until then. These creatures are not summons, and increase the EL appropriately.|
The mighty legendary ape, leads large groups of carnivorous apes. It claims a large area of jungle as its own and protects that area from rival predators.
Although it is as intelligent as a human, a legendary ape cannot speak any languages.
Strategies and Tactics
A legendary ape will charge an enemy clawing and biting until the opponent is bloodied. When it is able to, it will let out its blood curdling roar to frighten opponents. If an opponent is shaken and posing a serious threat, it may try demoralizing the opponent to cause them to flee (the fear effects are separate and stack).
If it feels it has the advantage, a legendary ape may also try to grapple and pin an opponent. Using its superior size and brute strength, this often works favorably for the ape and provides an easy meal.
Legendary ape claws can be fashioned into magical Dire Ape Claws. When the crafting is complete, the claws are automatically a +1 magic weapon. Legendary ape claws are valued at 3,000 gp on the open market.