Fiendish Dire Ape (3.5e Creature)

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Fiendish Dire Ape
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 5d8+13 (35 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 10, Damage Reduction 5/magic
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests in an evil-aligned plane
Organization: Solitary or company (5–8)
Challenge Rating: 4
Treasure: None
Alignment: Always evil (any)
Advancement: 6–15 HD (Large)
Level Adjustment:
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A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.

COMBAT[edit]

Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal 5 extra damage against a good foe.

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.

Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

SEE WIKIPEDIA ENTRY: Ape



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