Dire Ape (King) ★
Passive
Active
- Rend Limb from Limb
- Stomp +10 : 0 (Knockdown, Stunned)
- Swallow +10 : 2d6 (Ensnare, Piercing)
- Terror Roar +10 : 0 (Frightened)
- Unarmed +10 : 4 (Knockout, Stun)
Phases
- Berserk +10 (Bloodied):
The monster enters a berserker rage, which lasts for the duration of the scene. If damage would reduce it to 0 HP or less, its HP is reduced to 1 instead and it makes an escalating Mighty check (TN 11) to remain conscious each round. While berserk, it will not stop attacking its foes, even if its life is in danger, and the berserker rage will only end when the final foe falls. The monster has disadvantage on Deft and defense checks while berserk.
Lore
The trees bend beneath its passage, birds scatter in a frenzy, and there it stands, a mountain of fur and muscle, half-god, half-beast, peering at you with eyes that glint with eerie interest.
A King of the Apes is a one-of-a-kind cryptid of uncontainable might whose presence inspires terror in all those who behold him. The colossal primate towers as high as forty feet, and his footfalls can be heard across the jungle like primeval war drums. Yet for all his apparent savagery, the King possesses the mind of a curious toddler, clumsy but gentle until you provoke its wrath. Though solitary by nature, the King can be found leading shrewdnesses of other apes, who regard the monster as a god; even human cults can be found deep in the jungle erecting stone temples in his image. But not all who come into contact with the King have worshipful intent: warlords with magic leashes have been known to aggress the primate, using his rage as a weapon against enemy tribes.
The King of the Apes functions best as a dynamic boss encounter that can veer between horror, spectacle, and unexpected empathy. His temperament is mercurial and he lacks patience: he may charge the party with wild fury if upset, or pause to observe their actions if they find a way to amuse him. His attacks strike entire areas with seismic force, and his roar is strong enough to shake the confidence of even the most hardened warriors. Non-violent approaches that appeal to his curiosity, such as offerings of distracting objects or clever displays of deference might stay his hand. As a spectacle, the King can create shockwaves with his temper tantrums or shrug off massive damage with his aura of power. When running this monster, remember that despite his melee size, his legendary ability to savage the environment effects siege: cliffs, trees, or crumbling ruins can all be objects of his rage. PCs who choose to exploit his phobia of fire may be in for a surprise when his response is to swallow them whole.
