b'Ape, Colossal \n'b'\n'b'  Gargantuan   beast ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  297 (18d20+108)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 30 (+10) DEX:  14 (+2)  CON:  22 (+6)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength +15,  Constitution +11,  Wisdom +6,  Charisma +3  Skills   Acrobatics  +7,  Perception  +6,  Survival  +6  Senses  passive  Perception  16  Languages  \xe2\x80\x93  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'   Kaiju Killer . Against creatures of Huge or larger  size , the ape gains advantage on  Wisdom  ( Survival ) checks. Creatures with the kaiju or  titan  tag can never gain advantage against the ape while it is not incapacitated, and the ape gains advantage on all saving throws against such creatures. \n'b'  Maim . If the ape hits with two fist attacks agaisnt the same target on its turn, the target must make a DC 23  Constitution  saving throw. On a failed save, the target gains one level of  exhaustion . \n'b'  Actions \n'b'   Multiattack . The ape makes two fist attacks. \n'b'  Fist .  Melee Weapon Attack : +15 to hit, reach 20 ft., one target.  Hit : 32 (4d10 + 10) bludgeoning damage, and a target of Large or smaller  size  is  grappled  (escape DC 25). The ape has two fists, each of which can grapple one target. \n'b'  Rock .  Ranged Weapon Attack : +15 to hit, range 100/200 ft., one target.  Hit : 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23  Strength  saving throw or be knocked  prone . \n'b'  Fling . One Large or smaller object held or creature  grappled  by the ape is thrown up to 60 feet in a random direction and knocked  prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 23  Dexterity  saving throw or take the same damage and be knocked  prone . \n'b'  Hurl . The ape throws a rock at a 15-foot square within 100 feet that it can see. Any creatures in the target squares must make a DC 23  Dexterity  saving throw. A creature takes 21 (6d6) bludgeoning damage, and if Huge are smaller are also knocked  prone . A successful 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  difficult terrain . \n'b'  About \n'b' Sharp teeth fill this enormous ape\xe2\x80\x99s mouth, and its long, muscular arms stretch to the ground, ending in wickedly curved claws. These immense apes are vastly more dangerous than their smaller kin. They are highly territorial, attacking anything that intrudes on its territory. It does not break off its attack until the trespassers flee, though it retains a special enmity for kaiju and other colossal creatures. Such oversized enemies constitute a threat and a challenge to the ape\xe2\x80\x99s dominance and must be driven out. Colossal apes sometimes bellow, roar, and rage before attacking if trying to drive enemies away, but if they sense real danger they leap to attack without warning or provocation. If a colossal ape is stymied by a heavily armored foe, it attempts to grapple its foe.'