Free interactive D&D 5e SRD stat block

Giant Ape

Huge Beast, CR 7, AC 12, 168 HP. Unaligned.

A fantasy bestiary portrait of Giant Ape.
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Huge Beast, Unaligned

AC
12
Initiative
+5 (15)
HP
168 (16d12+64)
Speed
40 ft., Climb 40 ft.
ScoreModSave
STR 23 +6 +6
DEX 14 +2 +2
CON 18 +4 +4
INT 5 -3 -3
WIS 12 +1 +1
CHA 7 -2 -2
Skills
Athletics +9 , Perception +4 , Survival +4
Senses
Passive Perception 14
Languages
None
CR
7 (XP 2,900; PB +3)

Actions

Multiattack. The ape makes two Fist attacks.

Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10+6) Bludgeoning damage.

Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only.

Bonus Actions

Leap. The ape jumps up to 30 feet by spending 10 feet of movement.

How to run Giant Ape

A giant ape is a Huge beast that runs the encounter through raw strength and position. Str 23, 168 HP, AC 12, walk and climb both 40 ft., Athletics plus 9. Its Multiattack throws two Fist attacks at plus 9 for 3d10+6 bludgeoning each. Boulder Toss is available if the ape can see clear ground, DC 17 Dex save, 7d6 bludgeoning in a 5-foot radius, knockdown on Large or smaller, recharge 6.

Run it from elevation. The ape enters by dropping from a tree, swinging off a cliff, or tearing the roof off a structure. Once it has a target, the opening move is grapple. Athletics plus 9 is hard for a level 5 party to beat, and an ape that picks up the wizard and climbs 40 ft. up a trunk has just removed the spellcaster from the fight. On a later turn, drop them. Falling damage from 40 feet is 4d6 bludgeoning, and the ape can keep grappling whoever is left on the ground while the wizard takes the elevator down. With AC 12 and no resistances, a giant ape dies fast under focused fire, so every grapple turn counts.

The 168 HP and absence of damage immunity means the party can chew through this in three rounds if they coordinate. The ape's panic trigger is being Bloodied while a melee character is in its face. It will drop whoever it grappled, climb the nearest vertical surface, and crash off into terrain the party cannot follow. Don't have it die in the open. An ape that limps off into a canyon is a session-three callback for free.

Describe the smell. Wet fur, copper, breathing that is too loud and too close. The ape is not a stat block first; it is a body in the room.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser, share a state with the URL bar.

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