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Giant Ape 5e, Dire Ape and Ape in 5e dnd beasts

Ape 5e, Dire Ape 5e, Giant ape

Giant Ape 5e, Dire Ape and Ape in Beasts 5e dnd.

There are different beasts in dnd 5e. Beasts like Giant ape 5e, Dire ape and others are divided into tiny beast, small beast, medium beast and large beasts.


Tiny Beasts 1d10

Small Beasts 1d4

Medium Beasts 1d8

Large Beasts 1d12

Huge Beasts 1d6

What are the difference between Ape, Giant Ape 5e and Dire Ape?

Ape 5e: Ape 5e in dnd is an unaligned Medium beast

  1. Skills Athletics: +5, Perception +3
  2. Senses:  passive Perception 13
  3. Challenge:  1/2 (100 XP)


  1. Multiattack. The ape takes two fist attacks.
  2. Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
  3. Rock. Ranged Weapon Attack: +5 to hit, reach 25/50 ft., one target. Hit: (1d6 + 3) bludgeoning damage.

Giant Ape 5e is also an unaligned huge beast

Skills Athletics +9, Perception +4

Senses passive Perception 14

Challenge 7 (2,900 XP)


Dire Ape 5e

Size/Type: Large Animal
Hit Dice: 5d8+13 (35 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary or company (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-15 HD (Large)
Level Adjustment:


A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.


Dire apes will attack anything that enters their territory, even other dire apes. Suppose an opponent’s armor foils a dire ape’s attacks. In that case, the creature will attempt to grapple and pin, then rend the prone opponent.

Rend (Ex)

A dire ape 5e that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.


Giant apes, large relatives of the dire ape, have black skin and hair that turns gray when old males touch it (hence the name silverbacks). The muzzle is small and hairless. It has a flaring nose, strong jaws and a flat nose. They have small eyes and ears. The brow ridge is prominent. They are intelligent and can use simple tools, so they have the highest intelligence among animals. They can be taught to use clubs and other blunt one-handed weapons.

Giant Apes in5e dnd will attack any animal that crosses their territory, including other apes. They will throw a grappled opponent just as often as they will rend them. Giant apes can also throw large stones with great accuracy. This huge, wild ape is almost three times taller than a man.

After a day of foraging, gorillas set up makeshift camps every night. Sometimes the young and the females sleep on platforms made from small branches and leaves. The older males rest on, the drier grass at their tree base. The male leader will hoot to alert the group or make an unusual sound. Sharp grunts are used to instill discipline, and low growls can be used to express pleasure. All gorillas beat their chests, but the male may use this to show power or intimidation. Although the gorilla does not have any natural enemies, the male leader will pursue all intruders while the young and females flee to safety. Intruders who flee may be pursued and killed, but those who remain firm are safe.

The gorilla’s sexual cycle is identical to that of the human. Females may mate at any time, and they usually have their periods every 28 days. After 8.5 months, single or sometimes twin babies are born. The young are nursed for approximately a year before becoming adults. They reach maturity at around 11-12 years. In the wild, gorillas live to their thirties. They live in captivity until their mid-forties.

Ex: Giant apes can be considered dire animals to saving throws.

Fierce Grappler Ex: Giant apes enjoy a +2 racial bonus when grappling (already included in the Base Attack/Grapple entry).

Improved Grab (Ex). A giant ape must use a claw attack to activate this ability. The ape can attempt to initiate a grapple as an unrestricted action, but it must not provoke an attack of opportunity. It can then hold its opponent and toss them if it wins the grapple test.

Rend (Ex). If a giant ape strikes with both claws, it latches onto an opponent’s body and tears its flesh. This attack deals an additional 3d6+15 damage.

Rock Throwing (Ex). Giant apes can throw rocks and get a +1 racial bonus when they do so. A giant ape can throw rocks between 60 and 80 pounds (Medium objects) at five range increments. A giant ape can throw rocks up to 60 feet.

Toss (Ex). A giant ape may throw a grappled opponent off-balance. The bull rush maneuver (Ex): A giant ape can toss a grappled opponent randomly. However, there is no attack of chance because the giant ape already has its victim. The giant ape doesn’t need to move more than 5 feet with its opponent to throw its foe. The giant ape will not allow the victim to be tossed if they beat its bull-rush check. He can remain in his current square without any ill effects and is not grappled. Tossed victims suffer impact damage upon landing as if they had fallen the same distance they were tossed.

Skills: Giant apes receive a +4 Racial Bonus on Intimidate checks and a +8 on Climb checks. They have the option to choose 10 for Climb checks, regardless of whether they are rushed or threatened. Swimming checks for giant apes carry a -4 racial sanction.

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