Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common
Environments
Traits
Arcane Wasting (Disease)
When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check.
Hatred for Spellcasters
The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell.
Actions
Bite
+7 to hit, reach 5 ft (1.5 m). Hit: 2d8 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 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).
Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 2d10 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Frenzy
When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn.
Multiattack
The ape makes one bite attack and two claw 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
1 tips available
GM Tips: Using White Ape
When using White Ape in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 40 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
Player Guide: Facing White Ape
1 strategies available
Player Guide: Facing White Ape
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 40 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
Encounter Building Calculator
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
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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