Fiendish Ape CR 3
Always LE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +6
Languages —
AC 14 (−1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
hp 4d8+11 (29 hp); DR 5/magic
Fort Ref Will
Speed 30 ft. (6 squares), climb 30 ft.
Space/Reach 10 ft./10 ft.
Base Atk +3; Grp +12
Melee 2 claws () and bite ()
Attack Options Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 9
Abilities Str 21, Dex 15, Con 14, Int 3, Wis 12, Cha 7
Feats Alertness, Toughness
Skills Climb +14, Listen +6, Spot +6
Advancement 5–8 HD (Large)
Environment Any evil-aligned plane
Organization Solitary, pair, or company (3–5)
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +4 extra damage against an good foe.
Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.