Ghost Ape

Level 4
Creature· beastUncommonLargeRemaster
AC
20
HP
65
Speed
30 ft.
Perception
+14
Fort
+14
Ref
+10
Will
+12
Languages aklo
Senses darkvision, scent 30 ft. (imprecise)
Skills athletics +14, stealth +12, survival +12, acrobatics +10, intimidation +10
Other Speeds climb 30 ft.
Recall Knowledge DC 21 (nature, occultism)

Attacks

Melee Jaws +14 (unarmed), Damage 2d8+5 piercing
Melee Fist +14 (agile, reach 10 ft., unarmed), Damage 1d10+5 bludgeoning

Abilities

Phantom Stepinteraction

Frequency once per round


Effect The ghost ape moves quickly, passing through the Ethereal Plane. They teleport up to a distance equal to twice their Speed within their line of sight.

Ghost Stance

The ghost ape phases partially out of existence, its form blurring and becoming difficult to pinpoint. While in this stance, they are Concealed to any creature that isn't adjacent to them. They can't use this concealment to Hide or Sneak. They also gain resistance 5 to physical damage. If the ghost ape takes force damage, this stance ends and they can't reenter it for .

Terrifying Display◆◆

The ghost ape beats their chest in a terrifying display. Creatures within 30-foot area must succeed a DC 20 will save or become Frightened 1 (or Frightened 2 on a critical failure). While a creature is frightened by this ability, it's Off-Guard to the ape. On a success, the creature is temporarily immune for 1 minute.

Ghost apes are reclusive and territorial creatures that usually reveal themselves only when their homes are threatened. Most ghost apes will first attempt to use their imposing presence and natural teleportation to frighten and confuse their foes into fleeing. Ghost apes can speak but aren't particularly talkative, though they will, on rare occasions, treat with those who approach them with respect. Ghost apes can be powerful allies when motivated by a common cause, although they tend to be suspicious of outsiders, and their trust isn't easily earned.