Mankey / Primeape
Mankey is a simian Pokémon, similar to a New World monkey. It is bipedal and has a round body covered in whitish, shaggy fur. Its nose is similar to a pig's snout, and it has narrow, red eyes and triangular ears with brown insides. Mankey's three-fingered hands, two-toed feet, and the tip of its curved, prehensile tail are brown. Along with Stufful, it is the smallest known Fighting-type Pokémon.
Mankey specializes in physical fighting and is very aggressive and short-tempered. When angry, it begins shaking and its breathing turns rough. Its rage peaks quickly, preventing its victim from being able to flee. It will rampage until it falls asleep, but its anger remains in its dreams. This causes it to wake up and become furious all over again. However, this constant release of stress grants it a long life. Mankey can be found in the mountains, where it lives in treetop colonies. If one becomes enraged, the whole colony rampages for no reason. If it loses sight of its colony or if it is left alone to rage, its loneliness causes it to become infuriated.
Mankey's preferred food is chestnuts. However, Mankey usually lacks the dexterity to peel them. It becomes agitated and rage after attempting to peel a chestnut's spiky shell. Additionally, it also appears to be fond of bananas.
Primeape is a bipedal, simian Pokémon with a round body covered in whitish, shaggy fur. There is usually a throbbing vein on the left side of its forehead, and it has triangular ears with pink insides, narrow eyes with tiny pupils, and a pink, snout-like nose. Its arms and legs are brown and have metal shackles on the wrists and ankles. This is probably indicative of a method of training with weights. The hands have no visible fingers, instead resembling mittens or boxing gloves, and the feet have two toes.
Primeape is easily angered; even the slightest glance of eye contact will make it furious. When Primeape is furious, its blood circulation is boosted. This makes its muscles stronger, but at the cost of some of its intelligence. However, it has sturdy vessels in its brain that help keep it healthy. It will chase anyone who upsets it and will not stop until it has caught its quarry. Even if it is awoken from sleep, it will groggily chase whatever woke it. It has shown some fondness for bananas. Primeape can be found on mountains.
Mankey
An agile Pokémon that lives in trees. It angers easily and will not hesitate to attack anything.
Armor Class | 12 | ||
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Hit Points | 10d4+10 | ||
Speed | 30 ft. | Climb 30 ft. | |
Strength | 15 (+2) | ||
Dexterity | 14 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 8 (-1) | ||
Saving Throws | Dexterity d20+4 | ||
Skills | Athletics d20+4 | ||
Senses | Passive Perception 10 | ||
Languages | Terran | ||
Challenge | 1 (200 XP) | ||
Special 1 | Reckless Attack | When Mankey makes its first attack on its turn, | it can decide to attack recklessly. |
Doing so gives it advantage on melee weapon | attack rolls during this turn, | but attack rolls against the Mankey | have advantage until its next turn |
Special 2 | Wounded Fury | While it has 10 hit points or fewer, | the Mankey has advantage on Attack rolls. |
In addition, it deals an extra 2d6 damage | to any target it hits with a melee attack | ||
Special 3 | Vital Spirit | Mankey cannot be put to sleep by magic | |
Action 1 | Multiattack | Mankey makes two attacks with Karate Chop | |
Action 2 | Karate Chop | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | [HIt 1d6+2 bludgeoning damage | ||
Action 3 | Rock | Ranged Weapon Attack | d20+4 to hit |
Range 25/50 ft., one target | Hit 1d6+2 bludgeoning damage | ||
Action 4 | Scratch | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | HIt 1d4+2 slashing damage | ||
Action 5 | Low Kick | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft, one target | Hit 1d6+2 bludgeoning damage. | If the target is a creature. | It must succeed on a |
DC 12 Strength throw or be knocked prone. | If the target is medium sized, | the attack deals 1d6 , | and 2d6 damage if the target is large sized or larger |
Primeape
It stops being angry only when nobody else is around. To view this moment is very difficult.
Armor Class | 14 | ||
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Hit Points | 18d6+36 | ||
Speed | 40 ft. | Climb 30 ft. | |
Strength | 19 (+4) | ||
Dexterity | 14 (+2) | ||
Constitution | 15 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 12 (+1) | ||
Charisma | 8 (-1) | ||
Saving Throws | Dexterity d20+6 | Wisdom d20+3 | |
Skills | Athletics d20+6 | Survival d20+3 | |
Senses | Passive Perception 11 | ||
Languages | Terran | ||
Challenge | 11 (7,200 XP) | ||
Special 1 | Close Combat | The Primeape can make one grapple | or shove attempt as a bonus action on its turns |
Special 2 | Rage (2/day) | On its turn, the Primeape can enter a rage as a bonus action. | While raging, the Primeape has advantage on Strength checks |
and Strength saving throws, | has a +2 bonus to damage rolls of its melee weapon attacks, | and has resistance to bludgeoning, | piercing, and slashing damage. |
The Primeape’s rage lasts for 1 minute. | It ends early if it is knocked unconscious | or if its turn ends and it has not attacked | a hostile creature since its last turn or taken damage since then. |
The Primeape can also end its | rage on its turn as a bonus action | ||
Special 3 | Reckless Attack | When the Primeape makes its first attack on its turn, | it can decide to attack recklessly. |
Doing so gives it advantage on melee weapon | attack rolls during this turn, | but attack rolls against the Primeape | have advantage until its next turn |
Special 4 | Wounded Fury | While it has 50 hit points or fewer, | the Primeape has advantage on attack rolls. |
In addition, it deals an extra 2d6 damage | to any target it hits with a melee attack | ||
Special 5 | Vital Spirit | The Primeape cannot be put to sleep by magic | |
Action 1 | Multiattack | The Primeape makes three attacks with Karate Chop | or Throws two rocks |
Action 2 | Karate Chop | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft. one target | HIt [1d8+4] bludgeoning attack | ||
Action 3 | Rock | Ranged Weapon Attack | d20+8 to hit |
Range 30/60 ft. one target | Hit 1d6+4 bludgeoning damage | ||
Action 4 | Low Kick | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d8+4 bludgeoning damage. | If the target is a creature, | it must succeed on a |
DC 14 Strength saving throw or be knocked prone. | If the target is medium sized, | the attack deals 1d8 damage, | and 2d8 damage if the target is large sized or larger |
Action 5 | Thrash (Recharge during a short/long rest) | As a bonus action, Primeape flies into a rage. | For the next minute, |
it gains resistance to bludgeoning, piercing, | and slashing damage. In addition, | it deals +4 extra damage on successful attacks. | This ability ends if Primeape does not make an attack |
or take any damage since its last turn | |||
Action 6 | Final Gambit (if Primeape has 50 hit points or fewer) | The Primeape makes three Karate Chop attacks. | It then makes as many additional Karate Chop attacks as it can, |
losing 10 hit points after each. | When its hit points are reduced to 0, | the Primeape falls unconscious |
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