Ape (CR 15/MR 6)

Sharp teeth fill this enormous ape’s mouth, and its long, muscular arms stretch to the ground, ending in wickedly curved claws.

Mythic Colossal Dire Ape (CR 15/MR 6)
XP 51,200
N Colossal animal (mythic)
Init +2; Senses low-light vision, scent; Perception +13


AC 26, touch 4, flat-footed 24 (+2 Dex, +22 natural, –8 size)
hp 309 (18d8+228)
Fort +21, Ref +13, Will +9
Defensive Abilities DR 10/epic


Speed 30 ft., climb 30 ft.
Melee bite +24 (2d8+19), 2 claws +24 (2d6+19/19–20)
Ranged rock +7 (4d6+28)
Space 30 ft.; Reach 30 ft.
Special Attacks crippling rendMA, feral savagery (full attack)MA, kaiju killerMA, mythic power (6/day, surge +1d8), raging rampageMMA, rend (2 claws, 2d6+28), rock throwing (100 ft.)MA, titanic tosserMA


Str 48, Dex 15, Con 30, Int 2, Wis 12, Cha 7
Base Atk +13; CMB +40 (+42 bull rush); CMD 52 (54 vs. bull rush)
Feats Awesome Blow, Awesome ThrowMF, Combat Reflexes, Critical Focus, Hulking HurlerMF, Improved Bull Rush, Improved Critical (claw), Iron Will, Power AttackMF, Snatch, Staggering Critical
Skills Acrobatics +13, Climb +27, Perception +13, Survival +5


Environment warm forests
Organization solitary, pair, or troop (3–6)
Treasure incidental

Special Abilities

Crippling Rend (Ex) When a mythic colossal dire ape rends a target, it can expend one use of mythic power to cripple the target for 1d4 days (DC 29 Fortitude partial). It may reduce the target’s speed to 5 feet (0 for fly speed), or halve its speed on a successful save; reduce the target’s natural armor bonus by 6, or by 3 on a successful save (minimum 0); or may disable one of the target’s natural weapons, rendering it useless. A successful save results in a -2 penalty on attack and damage rolls with that natural weapon, with a critical threat range and modifier of 20/x2 (regardless of any other effect or ability). It can use this ability against a non-mythic opponent without expending mythic power if either claw hit was a critical hit. Regenerate can heal the effects of this ability. The save DC is Constitution-based.

Kaiju Killer (Su) Mythic colossal apes despise kaiju and other gigantic creatures, gaining a +2 bonus on Perception and Survival checks and attack and damage rolls against Huge creatures. This increases to +4 against Gargantuan creatures and +8 against Colossal creatures. Against creatures with the kaiju subtype, they also gain a +4 dodge bonus to AC, a +4 morale bonus on saving throws, and their damage reduction is treated as DR 10/—.

Raging Rampage (Ex) When a mythic colossal dire ape is damaged, it can fly into a rage for up to 1 minute, gaining a +4 morale bonus to its Strength and Constitution and a +2 morale bonus on Will saves, though it takes a -2 penalty on Armor Class, and also gains the benefits of the following rage powers, treating its Hit Dice as its barbarian level for the purpose of their effects: eater of magic, fearless rage, internal fortitude, mighty swing, renewed vitality, spell sunder, strength surge +18, superstition +6.

If the ape expends one use of its mythic power when it enters its rage, it also gains the benefits of haste as long as it is raging.

If the ape is below one-half its hit points, its morale bonus on Strength, Constitution, and Will saves is doubled and it can spend an additional use of mythic power to increase this effect to that of augmented mythic haste. If still in combat, the ape can continue raging for 1 additional minute by expending one additional use of its mythic power.

Titanic Tosser (Ex) Rather than targeting a specific moving creature with its rock throwing ability, a mythic colossal ape can instead target a 15-foot square with a Huge rock as a ranged attack against AC 5. This reduces its range increment to 50 feet, but any creature(s) in the target squares take 6d6 points of damage, and if Huge are smaller are also knocked prone. A successful DC 28 Reflex save halves damage and avoids being knocked prone. If the attack misses, the rock lands 1d6 squares away in a random direction.

Wherever the rock lands, the area of effect becomes dense rubble terrain until 1 minute is spent clearing it. If the ape spends one use of its mythic power, it adds its mythic rank to the Reflex save DC, and any creature failing its save is entangled and stuck in place by rubble until they can succeed on a DC 20 Escape Artist check or Strength check. If the ape begins its turn with a Huge or smaller creature grappled, it can hurl that creature in place of hurling a rock, with a maximum range equal to 50 feet. The hurled creature takes 2d6 points of damage per 10 feet traveled and falls prone even if the attack misses; if it hits, the target takes 1d6 points of damage per 10 feet the creature was thrown, plus one-half the ape’s Strength modifier. A successful DC 28 Reflex save halves this damage. The save DC is Strength-based.

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