Clockwork Ape (5e Creature)

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Clockwork Ape[edit]

Medium construct, unaligned

Armor Class 12
Hit Points 25 (3d8 + 12)
Speed 30 ft., climb 30 ft.

20 (+5) 14 (+2) 18 (+4) 3 (-4) 12 (+1) 1 (-5)

Skills Athletics +7, Perception +3
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages understands the languages of its creator but can't speak
Challenge 2 (450 XP)

Antimagic Susceptibility. The ape is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the ape must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Lifelike. While the ape is viewed from a distance and isn't performing obviously abnormal activities, it resembles an ordinary ape. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Magic Resistance. The ape has advantage on saving throws against spells and other magical effects.


Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, range 25/50 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

An ape with the Clockwork Construct template applied to it. Apes made from clockwork, they are stronger and hardier than normal apes, but less intelligent and charismatic. They are sometimes used as guards in fortresses and dungeons built in jungles and forests inhabited by natural apes, as they look similar enough at a distance, for only up close does the truth reveal itself.

Constructed Nature. A clockwork ape doesn't require air, food, drink, or sleep.

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