Actions/Abilities/Traits: (D&D 5e)
Action
Fist
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and a target of Large or smaller size is grappled (escape DC 25). The ape has two fists, each of which can grapple one target.
Action
Fling
One Large or smaller object held or creature grappled by the ape is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 23 Dexterity saving throw or take the same damage and be knocked prone.
Action
Hurl
The ape throws a rock at a 15-foot square within 100 feet that it can see. Any creatures in the target squares must make a DC 23 Dexterity saving throw. A creature takes 21 (6d6) bludgeoning damage, and if Huge are smaller are also knocked prone. A successful save halves damage and avoids being knocked prone. If the attack misses, the rock lands 1d6 squares away in a random direction. Wherever the rock lands, the area of effect becomes difficult terrain.
Action
Multiattack
The ape makes two fist attacks.
Action
Rock
Ranged Weapon Attack: +15 to hit, range 100/200 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Special
Kaiju Killer
Against creatures of Huge or larger size, the ape gains advantage on Wisdom (Survival) checks. Creatures with the kaiju or titan tag can never gain advantage against the ape while it is not incapacitated, and the ape gains advantage on all saving throws against such creatures.
Special
Maim
If the ape hits with two fist attacks agaisnt the same target on its turn, the target must make a DC 23 Constitution saving throw. On a failed save, the target gains one level of exhaustion.