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White Ape

Large · Monstrosity · CR 6 · Neutral

Armor Class
14 (natural armor)
Hit Points and Hit Dice
114 (12d10 + 48)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
16
+3
CON
18
+4
INT
8
-1
WIS
14
+2
CHA
8
-1

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Neutral
XP 2300
Initiative Bonus +3

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Skills

Athletics +7 Intimidation +5 Perception +5

Languages

Common

Traits

Arcane Wasting

Characterized by the slow mental deterioration it causes, arcane wasting is a disease that infects Humanoids and spreads through spellcasting. A creature infected with this disease manifests symptoms 1d4 days after infection, which include brain fog and difficulty recalling memories. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or its Intelligence and Wisdom scores are each reduced by 1d2. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces a creature’s Intelligence or Wisdom to 0, the creature dies. If the infected creature casts a spell on a Humanoid before the disease is cured, and the Humanoid is hit by the spell or fails the saving throw, that Humanoid must succeed on a DC 15 Constitution saving throw or also become infected with the arcane wasting disease.

Magic Resistance

The white ape has advantage on saving throws against spells and other magical effects.

Spellcasting Animosity

If the white ape sees a creature cast a spell, the ape has advantage on attack rolls against that creature on the ape’s next turn.

Actions

Bite

+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 piercing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or contract the arcane wasting disease (see the Arcane Wasting trait).

Familiar

The witchlight can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can't be blinded. At any time and for any reason, the witchlight can end its service as a familiar, ending the telepathic bond.

Fist

+7 to hit, reach 5 ft (1.5 m). Hit: 2d10+4 bludgeoning damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Frenzy

Recharge 5–6

The white ape lashes out wildly at nearby creatures, flailing and biting. Each creature within 10 feet of the white ape must make a DC 15 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pushed up to 10 feet away from the ape. On a success, a creature takes half the damage and isn't pushed. A creature that succeeds on this saving throw also has advantage on attack rolls against the white ape until the end of its next turn.

Multiattack

The white ape makes one Bite attack and two Fist attacks.

About White Ape

White Ape is a large monstrosity with a Challenge Rating of 6. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 114 hit points (derived from 12d10 + 48).

White Ape has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using White Ape

2 tips available

When using White Ape in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing White Ape

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of White Ape?
White Ape has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is White Ape?
White Ape is a Large Monstrosity, which affects how certain spells and abilities interact with it.
What languages does White Ape speak?
White Ape can communicate in Common.

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