Guardian Ape (5e Creature)
From D&D Wiki
Large monstrosity, neutral
Charge. If the ape moves at least 20 feet straight toward a target and then hits it with a greatclub attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Multiattack. The ape makes two attacks.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
According to ancient texts, guardian apes were once ordinary apes before they were altered by magic to serve a powerful empire. When the empire collapsed, the guardian apes escaped into the forest and now gather in massive groups around the ruins of once-magnificent cities. They build simple clubs and bows that they use to hunt and in battle against foolhardy treasure hunters that would claim the riches of the ancient empire as their own.