D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

BOZ

Creature Cataloguer
good, then we can jump right into king kong here. ;)

DIRE APE, Enhanced
Huge Beast
Hit Dice: 18d10+90 (189 hp)
Initiative: +1 (Dex)
Speed: 40 ft, climb 20 ft
AC: 17 (-2 size, +1 Dex, +8 natural)
Attacks: 2 slams +21 melee, bite +16 melee
Damage: Slam 1d8+10, bite 2d6+5
Face/Reach: 10 ft by 10 ft/15 ft
Special Attacks: Rend 2d8+15, trample
Special Qualities: Fast healing 1, resistances, immunities
Saves: Fort +16, Ref +12, Will +7
Abilities: Str 30, Dex 13, Con 20, Int 4, Wis 12, Cha 8
Skills: Climb +25, Spot +16

Climate/Terrain: Warm forest
Organization: Solitary or band (2-5)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Huge)

Enhanced dire apes are dire apes that have been magically altered through experiments. They are found on the Isle of the Ape in the service of Oonga, their leader.

COMBAT
Enhanced dire apes begin combat by charging and attempting to overrun their foes. In melee, they attack with fists and bite.

Rend (Ex): If an enhanced dire ape hits an opponent with both slam attacks, it latches onto its body and tears the flesh. This attack automatically deals an additional 2d8+15 points of damage.

Trample (Ex): Enhanced dire apes can trample Medium-size or smaller creatures for 2d6+15 points of damage. Opponents that do not make attacks of opportunity against an enhanced dire ape can attempt a Reflex save (DC 29) to halve the damage.

Resistances (Ex): Enhanced dire apes have a fire, electricity, and cold resistance 5.

Immunities (Ex): Enhanced dire apes are immune to all mind-influencing effects.


Enhanced Dire Apes first appeared in module WG6 (Gary Gygax, 1985). They were listed in the entry with Oonga as “Others.”


Oonga
Huge Beast
Hit Dice: 36d10+180 (378 hp)
Initiative: +1 (Dex)
Speed: 50 ft, climb 20 ft
AC: 19 (-2 size, +1 Dex, +10 natural)
Attacks: 2 slams +37 melee, bite +32 melee
Damage: Slam 1d8+12, bite 2d6+6
Face/Reach: 10 ft by 10 ft/15 ft
Special Attacks: Rend 2d8+18, trample
Special Qualities: Fast healing 1, resistances, immunities
Saves: Fort +25, Ref +21, Will +13
Abilities: Str 34, Dex 13, Con 20, Int 8, Wis 12, Cha 10
Skills: Climb +44, Spot +25


Climate/Terrain: Warm forest
Organization: Solitary or troupe (Oonga plus 2-4 enhanced dire apes)
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: —

Oonga is the monarch of the Isle of the Ape. He dwells alone. Those creatures too stupid to stay away from his lair are torn to pieces and devoured. The savage Kawibusa tribe that dwells on the island offers him sacrifices and worship him as a god.

Oonga appears as a 30-foot tall ape with brownish-black fur and yellow eyes.

COMBAT
Oonga begins combat by charging and attempting to overrun his foes. In melee, he attacks with his fists and bite.

Rend (Ex): If Oonga hits an opponent with both slam attacks, he latches onto its body and tears the flesh. This attack automatically deals an additional 2d8+18 points of damage.

Trample (Ex): Oonga can trample Medium-size or smaller creatures for 2d6+18 points of damage. Opponents that do not make attacks of opportunity against Oonga can attempt a Reflex save (DC 36) to halve the damage.

Resistances (Ex): Oonga has a minor resistance to fire-, electricity-, and cold-based effects. All damage dealt from such an attack is lessened by –1 point per die of damage.

Immunities (Ex): Oonga is immune to all mind-influencing effects.

Oonga first appeared in module WG6 (Gary Gygax, 1985).

***

Original stats: (oonga’s stats separated from the other gargantuan apes by a *)

Ape, Gargantuan
Oonga * The Others
FREQUENCY Unique * Very Rare
NO. APPEARING: 1 * 1
ARMOR CLASS: 2 * 3
MOVE: 18” + 6“charge * 18” + 6 ” charge
HIT DICE: 2 4 + 4 * 18 + 3
HIT POINTS: 288 hp * Var.
% IN LAIR: 100 % unless encountered randomly
TREASURE TYPE: Special * Nil
NO. OF ATTACKS: 3 + 2 * 3 + 2
DAMAGEIATTACK: ld12 + 12(x2), 4d4, 5d4(x2) * 1d1O + 1O(x2), 3d4, 4d4(x2)
SPECIAL ATTACKS: See below * See below
SPECIAL DEFENSES: See below * See below
MAGIC RESISTANCE: 100% * See below
INTELLIGENCE: Low to average * Low to average
ALIGNMENT Neutral * Neutral
SIZE: L, 30 ft. tall * L, 24 ft. tall
PSIONIC ABILITY Nil * Nil
LEVELIXP VALUE: 31,880 * 9,650 + 25lhp

It is certain that these monsters are not native to this place. They, as the other inhabitants, were seeded on the island for whatever odd purpose Zagyg had in mind when he devised the demi-plane. All of these monstrous creatures are omnivorous, preferring vegetation to animal matter, but not disdaining the latter if offered. They are long lived, but the population is too small to sustain a viable community, so that those on the island are all there are. Perhaps the carnivorous apes here are descended from these gargantuan simians, but if so no further breeding has taken place for years. Those left are the last of their kind on the demi-plane.

Oonga: The largest of all gargantuan apes, Oonga is monarch of the island. He dwells alone. Other apes stay away. Creatures too stupid to know better are tom to bits and devoured by him. The savage Kawibusa tribe offers sacrifices to Oonga, thinking the ape is a god. If Oonga happens to be roaming nearby when they sound
their sacrificial gong and beat their huge drums, then he will stop and enjoy the snack-human, small ape, swine, or even a specially fattened lizard, for all are surrounded by mounds of selected fruits and vegetables as well!
Oonga travels rapidly, upright and then on all four, according to his desire. When charging, he can leap 60 feet upward (total upward reach) or across.
Attack is by a pair of clubbing fist blows and a bite. Oonga’s great strength gives a bonus of + 12 points of damage to the former sort of attack mode, and if both fists strike the same opponent, then this indicates the mighty simian has grasped the creature and pulled and wrenched it. Such rending inflicts an additional 1-20 points of damage to the victim.
If the monster charges and strikes, he has grappled with the opponent, and there is a 50% chance it has been overborne. Such overbearing inflicts 2-20 points of damage and enables the ape to automatically inflict biting damage as well. Of course, Oonga will grapple with opponents which are near his size, or larger. Against small (man-sized or shorter – 8 feet or less) foes, the gargantuan ape will also use a stamping attack, each huge foot inflicting 5-20 points of crushing damage against separate opponents. Oonga is also able to effectively uproot trees of 90 foot height or less and 9 feet or less diameter. Against structures such as gates and walls, Oonga’s clubbing attacks and subsequent pushing act as a battering ram (qv., DMG).
Oonga attacks as a 25+ hit die monster (roll to hit scores on the Supplemental Attack Matrix for Monsters on page 47).
Because of his size, heavy coat, thick skin, and exceptional constitution, Oonga regenerates 1 hit point per round, until serious damage (more than 72 points) has been accumulated and unregenerated. Such damage is only restored at the rate of 1 point per turn. If more than 144 points of damage is suffered, then Oonga will require 1 day per point of damage above 144 points sustained.
Similarly, successful magical attacks such as fireballs, lightning bolts, and cold- based ones are at -1 per die of damage due to Oonga’s bulk and toughness. His brain and nervous system are such that he can’t be magically charmed, held, or even slowed.
Grasping is an attack form which can be applied to any opponent of 8 feet or less height and weighing 500 pounds or less. The mighty ape simply wraps the creature within its grasp and squeezes. This inflicts 24 points of damage on the round grasping and squeezing occurs. The ape will then squeeze and hurl the opponent down to the ground and stamp on the victim, all during the second round after initially grasping. Hurling from a 40-foot height inflicts 10d6+12 (strength) points of damage.
Oonga is also able to hurl boulders and similar missiles from 1 to 36” distance. These missiles will hit a target area of approximately 10 feet x 10 feet, and all creatures within the target area will receive damage. Damage is 5d4 + 12 (strength) and found separately for each creature struck.
Whenever a blow, foot stamp, or grapple takes place, all possessions, except weapons, must be saved for vs. crushing blow.

The Others: There are only five other gargantuan apes on the isle. They are located at Areas 32 to 36. They have 168,159,150,141, and 132 hit points respectively. Each is female, but they are as fierce and aggressive as Oonga with respect to all other creatures save the great simian. For purposes of attack, consider each as a
monster of 18- 19 + hit dice (see Supplemental Attack Matrix for Monsters on page 47).
Rending damage is an additional 1-12 points. Overbearing inflicts 2-16 points of damage. Stamping attack is against opponents of 7 feet or less height. Trees of up to 72-foot height, 6 feet or less diameter, can be uprooted. Battering ram effects are effective only every other round. Damage regenerated is 1 per round to 25%, 1 per turn from 26% to 50%, and 1 per day above 51%. Special defenses against magic are exactly the same as they are for Oonga.
Gargantuan apes appear to be huge gorillas. They have substantially no different appearance. This is not the case with their cousins, carnivorous apes, where the jaws have developed more to suit their diet of flesh.
Grasping by a lesser gargantuan ape inflicts 20 points of damage per round. Opponents up to 7-foot height and 400 pounds weight can be so attacked. Subsequent hurling to the ground is from approximately 30-foot height and inflicts 6d6 + 10 (strength) points of additional damage. A stamping attack can also follow on that round. Hurling boulders occurs at ranges of 1 to 30” and inflicts 4d4 + 10 (strength) points of damage to creatures within the 10 foot x 10 foot target area. Checks for hitting and damage are made for each potential target, just as is done for the great gargantuan ape when attacking in a similar fashion.
 

log in or register to remove this ad

demiurge1138

Inventor of Super-Toast
Change Oonga's resistance to something more standard, like resistance to cold 10, electricity 10 and fire 10. Given the description, I'd give Oonga rock hurling/catching as if he was a giant, and (since they're described as grasping and squeezing) give both Oonga and his minions improved grab and constrict in addition to the rend.

Suitable feats? Alertness, Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack and Weapon Focus (slam) for the enhanced apes, and add Awesome Blow, Combat Reflexes, Improved Bull's Rush, Improved Grapple, Improved Sunder and Weapon Focus (bite) to Oonga's list.

Demiurge out.
 

BOZ

Creature Cataloguer
demiurge1138 said:
Change Oonga's resistance to something more standard, like resistance to cold 10, electricity 10 and fire 10.

I don't mean to pick on Erica, but I'm pretty sure this was her conversion. Don't ask me why she gave the lesser apes a more standard resistance, but gave the big guy an old school resistance. ;) given the HD, we might also want to bump up the lesser apes' resistance as well, and maybe make Oonga's higher than 10.

demiurge1138 said:
Given the description, I'd give Oonga rock hurling/catching as if he was a giant, and (since they're described as grasping and squeezing) give both Oonga and his minions improved grab and constrict in addition to the rend.

"Grasping is an attack form which can be applied to any opponent of 8 feet or less height and weighing 500 pounds or less. The mighty ape simply wraps the creature within its grasp and squeezes. This inflicts 24 points of damage on the round grasping and squeezing occurs. The ape will then squeeze and hurl the opponent down to the ground and stamp on the victim, all during the second round after initially grasping. Hurling from a 40-foot height inflicts 10d6+12 (strength) points of damage.
Oonga is also able to hurl boulders and similar missiles from 1 to 36" distance. These missiles will hit a target area of approximately 10 feet x 10 feet, and all creatures within the target area will receive damage. Damage is 5d4 + 12 (strength) and found separately for each creature struck."

Sounds about right. ;)

demiurge1138 said:
Suitable feats? Alertness, Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack and Weapon Focus (slam) for the enhanced apes, and add Awesome Blow, Combat Reflexes, Improved Bull's Rush, Improved Grapple, Improved Sunder and Weapon Focus (bite) to Oonga's list.

Those might just be fine.

Another thing to discuss:
As you know the Beast type is GONE. ;) they are too smart for animal, so the obvious choice falls to Magical Beast or even Monstrous Humanoid if we'd be so bold. ;)

Now, this passage might make someone more familiar with the module than I think about things like extraplanar origins: "It is certain that these monsters are not native to this place. They, as the other inhabitants, were seeded on the island for whatever odd purpose Zagyg had in mind when he devised the demi-plane."
 

demiurge1138

Inventor of Super-Toast
I'm not at all familiar with the module, but Magical Beast (Extraplanar) sounds like it'd clean that up. I'm not too comfortable with these guys as outsiders.

Demiurge out.
 


Shade

Monster Junkie
Definitely Magical Beast. As for the subtype, I think the question to answer is "do we want it to be banishable to another plane?"
 

BOZ

Creature Cataloguer
Shade said:
As for the subtype, I think the question to answer is "do we want it to be banishable to another plane?"

probably not. As I said, I’m going to have to flip through the module a bit…

thoughts on the other stuff in this post, before I get going into specifics?
 

Shade

Monster Junkie
I agree with normal resistances, and bump 'em up a bit, maybe 10 for the apes, 15 for Oonga.

Agreed on improved grab, crush, and rock throwing. Also add scent (like standard dire apes). Maybe also add crush and/or the stamp attack of the goristro?

Stamp (Ex): By stamping its massive feet on the ground, a goristro can produce a shock wave that sends its foes careening off-balance. The shock lasts 1 round, during which time creatures on the ground within 60 feet of the goristro can't move or attack. Spellcasters within range must make successful Concentration checks (DC 20 + spell level) or lose any spell they try to cast. All creatures standing in range must make Reflex saves or fall down. Most structures on open ground and caverns underground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex DC 27 half). The goristro can stamp this way three times per day. The save DC is Strength-based.

I also think they should be renamed. "Enhanced" dire ape seems to imply that they are simply dire apes with some minor improvement. Maybe something like "great ape" or "prime ape" or "ape of the Isle"?
 

BOZ

Creature Cataloguer
Shade said:
Agreed on improved grab, crush, and rock throwing. Also add scent (like standard dire apes). Maybe also add crush and/or the stamp attack of the goristro?

crush, or constrict? ;)

Shade said:
I also think they should be renamed. "Enhanced" dire ape seems to imply that they are simply dire apes with some minor improvement. Maybe something like "great ape" or "prime ape" or "ape of the Isle"?

I agree. I think Erica was unsure what to call them, as “Gargantuan” is now a size and would be rather confusing as a name. “great ape” is a bad idea. :)


OK, here is the entire combat text for Oonga. I used “APE” for the name, since we are likely to change what the CC currently calls them; this will be changed to “Oonga” under his own combat section. Leave a comment for each of these sections if you can.

Isle of the Ape said:
Oonga travels rapidly, upright and then on all four, according to his desire. When charging, he can leap 60 feet upward (total upward reach) or across.

Jump bonus?

Isle of the Ape said:
Attack is by a pair of clubbing fist blows and a bite. Oonga’s great strength gives a bonus of + 12 points of damage to the former sort of attack mode, and if both fists strike the same opponent, then this indicates the mighty simian has grasped the creature and pulled and wrenched it. Such rending inflicts an additional 1-20 points of damage to the victim.

Rend (Ex): If a APE hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+X points of damage.

Isle of the Ape said:
If the monster charges and strikes, he has grappled with the opponent, and there is a 50% chance it has been overborne. Such overbearing inflicts 2-20 points of damage and enables the ape to automatically inflict biting damage as well. Of course, Oonga will grapple with opponents which are near his size, or larger.

trample attack?

Trample (Ex): Oonga can trample Medium-size or smaller creatures for 2d6+18 points of damage. Opponents that do not make attacks of opportunity against Oonga can attempt a Reflex save (DC 36) to halve the damage.

Isle of the Ape said:
Against small (man-sized or shorter – 8 feet or less) foes, the gargantuan ape will also use a stamping attack, each huge foot inflicting 5-20 points of crushing damage against separate opponents.

as Shade’s idea?

Stamp (Ex): By stamping its massive feet on the ground, a goristro can produce a shock wave that sends its foes careening off-balance. The shock lasts 1 round, during which time creatures on the ground within 60 feet of the goristro can't move or attack. Spellcasters within range must make successful Concentration checks (DC 20 + spell level) or lose any spell they try to cast. All creatures standing in range must make Reflex saves or fall down. Most structures on open ground and caverns underground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex DC 27 half). The goristro can stamp this way three times per day. The save DC is Strength-based.

Isle of the Ape said:
Oonga is also able to effectively uproot trees of 90 foot height or less and 9 feet or less diameter. Against structures such as gates and walls, Oonga’s clubbing attacks and subsequent pushing act as a battering ram (qv., DMG).

anything we can use for this? The treant’s attack, for one, comes to mind.

Isle of the Ape said:
Because of his size, heavy coat, thick skin, and exceptional constitution, Oonga regenerates 1 hit point per round, until serious damage (more than 72 points) has been accumulated and unregenerated. Such damage is only restored at the rate of 1 point per turn. If more than 144 points of damage is suffered, then Oonga will require 1 day per point of damage above 144 points sustained.

the CC version has all of these apes with only fast healing 1 – I think they might need a bit better than that, with as many hit points as they have. :) CC Oonga, for example, has almost 50% more than he had in the module.

Isle of the Ape said:
His brain and nervous system are such that he can’t be magically charmed, held, or even slowed.

is this part from the CC sufficient?

Immunities (Ex): Oonga is immune to all mind-influencing effects.

Isle of the Ape said:
Grasping is an attack form which can be applied to any opponent of 8 feet or less height and weighing 500 pounds or less. The mighty ape simply wraps the creature within its grasp and squeezes. This inflicts 24 points of damage on the round grasping and squeezing occurs.

Constrict (Ex): A APE deals automatic slam damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a APE must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Isle of the Ape said:
The ape will then squeeze and hurl the opponent down to the ground and stamp on the victim, all during the second round after initially grasping. Hurling from a 40-foot height inflicts 10d6+12 (strength) points of damage.

got anything for this?

Isle of the Ape said:
Oonga is also able to hurl boulders and similar missiles from 1 to 36” distance. These missiles will hit a target area of approximately 10 feet x 10 feet, and all creatures within the target area will receive damage. Damage is 5d4 + 12 (strength) and found separately for each creature struck.

will the standard rock catching/throwing results apply here, since the area hit is 10x10?

Isle of the Ape said:
Whenever a blow, foot stamp, or grapple takes place, all possessions, except weapons, must be saved for vs. crushing blow.

we could make a note of this if it’s significant.
 

Shade

Monster Junkie
BOZ said:
crush, or constrict? ;)

Constrict. :eek:

BOZ said:
I agree. I think Erica was unsure what to call them, as “Gargantuan” is now a size and would be rather confusing as a name. “great ape” is a bad idea. :)

Aww, come on. That way, people would call it "Grape Ape" in mockery. :lol:


BOZ said:
OK, here is the entire combat text for Oonga. I used “APE” for the name, since we are likely to change what the CC currently calls them; this will be changed to “Oonga” under his own combat section. Leave a comment for each of these sections if you can.

I can.

BOZ said:
Jump bonus?

I know I saw a creature recently that could move faster on all fours. I'll keep looking.

Yeah to Jump bonus. He will get a +8 to Jump due to his 50 ft. speed as well.

BOZ said:
Rend (Ex): If a APE hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+X points of damage.

Looks good.

BOZ said:
trample attack?

Trample makes sense, as does the caveat sometimes added to Improved Grab that says it can automatically hit a grappled foe with its bite attack.

BOZ said:
as Shade’s idea?

Don't listen to Shade. He doesn't know crush from constrict. ;)

BOZ said:
anything we can use for this? The treant’s attack, for one, comes to mind.

Yeah, treant's ability sounds good. We can also give it a greatclub attack to represent the tree club.

BOZ said:
the CC version has all of these apes with only fast healing 1 – I think they might need a bit better than that, with as many hit points as they have. :) CC Oonga, for example, has almost 50% more than he had in the module.

I'd bump it up to fast healing 5.

BOZ said:
is this part from the CC sufficient?

Immunities (Ex): Oonga is immune to all mind-influencing effects.

Not only is this sufficient, but we can simplify it even further to just "immune to mind-affecting abilities" on the SQ line. :)

BOZ said:
Constrict (Ex): A APE deals automatic slam damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a APE must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

All good.

BOZ said:
got anything for this?

Sure do. The Snatch feat. ;)

Snatch [General]
The creature can grab opponents much smaller than itself and hold them in its mouth or claw.
Prerequisite: Size Huge or larger.
Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.



BOZ said:
will the standard rock catching/throwing results apply here, since the area hit is 10x10?

We can either reduce it to normal rock throwing, or modify this ability of the hulking hurler prestige class from Complete Warrior:

Area Attack: The character makes an attack roll against a square the target creature occupies (AC 10) rather than the creature itself. Any creature in the square must succeed on a Reflex save (DC 10 + the hulking hurler's ranged attack bonus) or take full damage. This ability may only be used with a Huge or larger weapon.

BOZ said:
we could make a note of this if it’s significant.

I think if we give it stamp, the treant's ability and the Improved Sunder feat, it can do enough damage to objects already. ;)
 

Remove ads

Top