Huge Beast, Unaligned
- AC
- 12
- Initiative
- +5 (15)
- HP
- 168 (16d12+64)
- Speed
- 40 ft., Climb 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +4 |
| INT | 5 | -3 | -3 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | -2 | -2 |
How to run Giant Ape
A giant ape on the party's side is a druid in Conjure Animals or a high-tier wild shape, a beastmaster's homebrew companion at a permissive table, or the result of a quest where the party freed an ape from a circus or arena and it now follows them at a respectful distance. The cleanest framing is the freed prisoner: the ape remembers the cage, remembers who broke it, and shows up at the worst moment to help. It does not understand Common. It understands tone, gesture, and the people who fed it.
In combat the value is the same as the adversary version, just pointed the other way. Athletics +9 grapples are how this beast contributes. Direct it at a single high-priority target: the ogre, the wight captain, the war wizard who keeps casting Hold Person. Once the ape has them, it climbs the nearest tree or wall with the target in tow, and the party's main fight gets significantly easier. With no Multiattack and no special damage, raw strikes against AC 18 plate are not the gameplan. The grapple is.
The ape will not enter buildings, will not cross rope bridges, and will not abide loud magic. Fireballs going off near it is a real problem, since the ape might charge the wizard who cast one. If the players want to keep it around, they need to communicate before the spell, not after. A wild beast does not understand friendly fire.
When the ape leaves, it leaves in the direction of the deepest forest on the map. Players who try to follow lose the trail in a quarter mile. The ape goes back to wherever apes come from in your world, and the players should feel the weight of that choice.
A giant ape is a Huge beast with no abilities listed on its sheet other than its raw size, which means the entire encounter is the strength score and the climb. Str 23, 168 HP, AC 12, walk 40 ft., climb 40 ft., Athletics +9. There is no Multiattack, no Pounce, no Frightful Presence. You are running a wild King Kong with the SRD 5.2 minimalist treatment, and your job is to make the players feel a 20-foot animal hitting them with its hands.
Run it from elevation. The ape should enter the scene by dropping from a tree, swinging off a cliff, or tearing the roof off a structure. Once it has a target, the move is grapple. Athletics +9 is hard for a level 5 to beat, and an ape that picks up the wizard and climbs 40 ft. up a trunk has just removed the party's spellcaster from the fight. Treat it as a thrown attack from height: the ape carries the PC up the climb speed, then on a later turn drops them. Falling damage from 40 feet is 4d6 bludgeoning, and the ape can keep grappling whoever is left on the ground while the wizard is taking the elevator. With AC 12 and no resistances, a giant ape dies fast under focused fire, so you want every grapple turn to count.
The 168 HP and absent damage immunity list mean the party can chew through this thing 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 can't follow. Do not have it die in the open. A giant ape that limps off into a canyon is a session-three callback for free.
Describe the smell. Wet fur, copper, the sound of 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.