Blood Ape

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Blood Ape
Large Magical Beast
Blood Ape with animal growth
Huge Magical Beast
Hit Dice: 4d10+8 (30 hp) 4d10+16 (38 hp)
Initiative: +2 +1
Speed: 30 ft. (6 squares), climb 30 ft. 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (–⁠1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 14 (⁠—​2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13 +3/+25
Attack: Claw +8 melee (1d6+5) Claw +11 melee (2d4+9)
Full Attack: 2 claws +8 melee (1d6+5) and bite +3 melee (1d8+2) 2 claws +11 melee (2d4+9) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Animal growth, improved grab, rend 2d4+7 Animal growth, improved grab, rend 2d4+13
Special Qualities: Darkvision 60 ft., low-light vision, scent damage reduction 10/magic, darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +6, Will +2 Fort +12, Ref +9, Will +6
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Str 29, Dex 13, Con 18, Int 2, Wis 12, Cha 7
Skills: Climb +15, Listen +4, Spot +3; racial bonuses Climb +19, Listen +4, Spot +3; racial bonuses
Feats: Improved Bull Rush, Power Attack Improved Bull Rush, Power Attack
Environment: Warm forest and mountains Warm forest and mountains
Organization: Solitary, patrol (1 alpha male plus 1–4 males), or colony (1 alpha male plus 2–5 males and 7–21 noncombatants) Solitary, patrol (1 alpha male plus 1–4 males), or colony (1 alpha male plus 2–5 males and 7–21 noncombatants)
Challenge Rating: 6 6
Treasure: None None
Alignment: Usually neutral Usually neutral
Advancement: 5–8 HD (Large); 9–12 HD (Huge) 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment:

LargeHuge (affected by animal growth)

Blood apes are peaceful diurnal foragers with a unique defense mechanism. The alpha male (or leader) of a troop or patrol has the magical ability to make himself and other members of the group larger. Their Huge forms (see Animal Growth, below) allow them to deal more damage in combat, but the ability to return to Large size means that they require substantially less food than Huge creatures would. Sages and scholars suggest that this ability is a residual effect of exceptionally strong growth and form-altering magic practiced on the ancestors of the current blood apes millennia ago.

A blood ape resembles a red-furred mountain gorilla. Its body is compact but muscular, and its sinewy arms end in humanlike hands. The alpha male is typically the largest ape in a group. Unlike the rest of the group, he has silvery fur and a balding head.

Blood apes are exceptionally territorial, and they fight to the death to protect their young and their land from intruders. Patrols occasionally forage far from the colony’s lair in search of new feeding grounds.

Combat

The alpha male in any group of blood apes begins using his growth ability on the other males at the first sign of intruders. After receiving the benefit of this power, all the males pair up to attack specific opponents. Blood apes give no warning and make no display before attacking. The alpha male uses his growth ability on himself last, then enters melee. If females and young are present, they beat a hasty retreat while the males fight.

Animal Growth (Sp): The alpha male in every group of blood apes can use this power up to eight times per day. It functions like an animal growth spell (caster level 9th), except that it works only on adult male blood apes. The second column in the statistics block shows the characteristics of a regular blood ape affected by this spell.

Improved Grab (Ex): If a blood ape hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it hits with both claws, it can also rend in the same round. Once it has a hold, the blood ape has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–⁠20 penalty on grapple check, but the blood ape is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Rend (Ex): If a blood ape hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+7 points of damage (or 2d4+13 if affected by animal growth; see above).

Skills: Blood apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Blood Ape Society

One-third of the noncombatants in any colony are infants and youths, and the balance are adult females. The females have the same statistics as the males, but without the growth, improved grab, and rend abilities. The young have no combat ability.

The alpha male of a colony is the only one permitted to mate with the females of that group. As a colony grows larger, the younger males eventually break off and attempt to form their own colonies by stealing a few females. A male who succeeds immediately gains the growth ability, and over a period of six months he develops the characteristic silver fur and bald head of an alpha male.

Source: Monster Manual II, page 32. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Added the Climb racial bonus paragraph for apes.