Laser Ape (5e Creature)
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Large monstrosity, chaotic evil
Saving Throws Dex +5, Cha +2
False Appearance. The laser ape is indistinguishable from a normal, albeit unusually large ape until it attacks.
Multiattack. The ape can use its Frightful Presence. It then makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Frightful Presence. Each creature of the ape's choice that is within 120 feet of the ape and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ape's Frightful Presence for the next 24 hours.
Laser Eyes (Recharge 5-6). The ape blasts a pair of incinerating beams in a 90-foot line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 19 (3d12) fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target is paralyzed until the start of the ape's next turn.
Found only in the darkest, dankest of jungles, the laser ape is a mysterious and ferocious apex predator. It often leads a tribe of smaller, common apes.