Fungal Ape
Fungal Ape Tactics
Fungal Apes have no preservation instinct and will fight until the very end if their task is to defend something. If they are posted as a guard, they will try to run away and alert the others.
They do no understand magic, but if attacked by a magical attack, they will identify it as a threat and, if possible, attack the magic user.
They hunt in packs and use their numbers to overpower their enemy, zeroing in on one specific target.
Because they don't have any self-preservation instinct after being overtaken by the spores, they will self-destruct when they feel that it's a losing fight.\
Dragon Stew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
| INT | 6 | -2 | -2 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | -2 | -2 |
Traits
Pack Tactics. The fungal ape has advantage on an attack roll against a creature if at least one of the fungal ape's allies is within 5 ft. of the creature, and the ally isn't incapacitated.
Self-Destruction. Once the fungal ape is at 1/4 of its maximum HP (8HP), the mushrooms controlling it explode, killing the fungal ape instantly. Any creature in a 5-foot radius of the fungal ape must succeed on a DC 12 COnstitution saving throw or take 7 ( 2d6 ) poison damage, or half as much if they succeed.
Actions
Multiattack. The fungal ape makes 3 fist attacks or 2 rock attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.


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