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<blockquote data-quote="BOZ" data-source="post: 2061683" data-attributes="member: 1241"><p>good, then we can jump right into king kong here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>DIRE APE, Enhanced</p><p>Huge Beast</p><p>Hit Dice: 18d10+90 (189 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 40 ft, climb 20 ft</p><p>AC: 17 (-2 size, +1 Dex, +8 natural)</p><p>Attacks: 2 slams +21 melee, bite +16 melee</p><p>Damage: Slam 1d8+10, bite 2d6+5</p><p>Face/Reach: 10 ft by 10 ft/15 ft</p><p>Special Attacks: Rend 2d8+15, trample </p><p>Special Qualities: Fast healing 1, resistances, immunities</p><p>Saves: Fort +16, Ref +12, Will +7</p><p>Abilities: Str 30, Dex 13, Con 20, Int 4, Wis 12, Cha 8</p><p>Skills: Climb +25, Spot +16</p><p> </p><p>Climate/Terrain: Warm forest</p><p>Organization: Solitary or band (2-5)</p><p>Challenge Rating: 15</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 19-36 HD (Huge)</p><p> </p><p>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.</p><p> </p><p>COMBAT </p><p>Enhanced dire apes begin combat by charging and attempting to overrun their foes. In melee, they attack with fists and bite. </p><p> </p><p> 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.</p><p> </p><p> 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.</p><p> </p><p> Resistances (Ex): Enhanced dire apes have a fire, electricity, and cold resistance 5.</p><p> </p><p> Immunities (Ex): Enhanced dire apes are immune to all mind-influencing effects.</p><p> </p><p> </p><p>Enhanced Dire Apes first appeared in module WG6 (Gary Gygax, 1985). They were listed in the entry with Oonga as “Others.”</p><p> </p><p> </p><p>Oonga</p><p>Huge Beast</p><p>Hit Dice: 36d10+180 (378 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 50 ft, climb 20 ft</p><p>AC: 19 (-2 size, +1 Dex, +10 natural)</p><p>Attacks: 2 slams +37 melee, bite +32 melee</p><p>Damage: Slam 1d8+12, bite 2d6+6</p><p>Face/Reach: 10 ft by 10 ft/15 ft</p><p>Special Attacks: Rend 2d8+18, trample </p><p>Special Qualities: Fast healing 1, resistances, immunities</p><p>Saves: Fort +25, Ref +21, Will +13</p><p>Abilities: Str 34, Dex 13, Con 20, Int 8, Wis 12, Cha 10</p><p>Skills: Climb +44, Spot +25</p><p></p><p> </p><p>Climate/Terrain: Warm forest</p><p>Organization: Solitary or troupe (Oonga plus 2-4 enhanced dire apes)</p><p>Challenge Rating: 18</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p></p><p>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.</p><p> </p><p> Oonga appears as a 30-foot tall ape with brownish-black fur and yellow eyes.</p><p></p><p>COMBAT </p><p>Oonga begins combat by charging and attempting to overrun his foes. In melee, he attacks with his fists and bite. </p><p> </p><p> 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.</p><p> </p><p> 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.</p><p> </p><p> 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.</p><p> </p><p> Immunities (Ex): Oonga is immune to all mind-influencing effects.</p><p></p><p>Oonga first appeared in module WG6 (Gary Gygax, 1985).</p><p></p><p>*** </p><p></p><p>Original stats: (oonga’s stats separated from the other gargantuan apes by a *)</p><p></p><p>Ape, Gargantuan</p><p>Oonga * The Others</p><p>FREQUENCY Unique * Very Rare</p><p>NO. APPEARING: 1 * 1</p><p>ARMOR CLASS: 2 * 3</p><p>MOVE: 18” + 6“charge * 18” + 6 ” charge</p><p>HIT DICE: 2 4 + 4 * 18 + 3</p><p>HIT POINTS: 288 hp * Var.</p><p>% IN LAIR: 100 % unless encountered randomly</p><p>TREASURE TYPE: Special * Nil</p><p>NO. OF ATTACKS: 3 + 2 * 3 + 2</p><p>DAMAGEIATTACK: ld12 + 12(x2), 4d4, 5d4(x2) * 1d1O + 1O(x2), 3d4, 4d4(x2)</p><p>SPECIAL ATTACKS: See below * See below</p><p>SPECIAL DEFENSES: See below * See below</p><p>MAGIC RESISTANCE: 100% * See below</p><p>INTELLIGENCE: Low to average * Low to average</p><p>ALIGNMENT Neutral * Neutral</p><p>SIZE: L, 30 ft. tall * L, 24 ft. tall</p><p>PSIONIC ABILITY Nil * Nil</p><p>LEVELIXP VALUE: 31,880 * 9,650 + 25lhp</p><p></p><p>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.</p><p></p><p>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</p><p>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!</p><p>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.</p><p>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.</p><p>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).</p><p>Oonga attacks as a 25+ hit die monster (roll to hit scores on the Supplemental Attack Matrix for Monsters on page 47).</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Whenever a blow, foot stamp, or grapple takes place, all possessions, except weapons, must be saved for vs. crushing blow.</p><p></p><p>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</p><p>monster of 18- 19 + hit dice (see Supplemental Attack Matrix for Monsters on page 47).</p><p>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.</p><p>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.</p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2061683, member: 1241"] 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. [/QUOTE]
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