Fiendish Dire Ape CR 4
Always LE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +6
Languages —
AC 15 (−1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
hp 5d8+13 (35 hp); DR 5/magic
Fort Ref Will
Speed 30 ft. (6 squares), climb 15 ft.
Space/Reach 10 ft./10 ft.
Base Atk +3; Grp +13
Melee 2 claws () and bite ()
Attack Options Rend 2d6+9, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 10
Abilities Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7
Feats Alertness, Toughness
Skills Climb +14, Listen +5, Move Silently +4, Spot +6
Advancement 6–15 HD (Large)
Environment Any evil-aligned plane
Organization Solitary, pair, or company (3–6)
Treasure None
Summon Monster: Summon Monster V
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +5 extra damage against an good foe.
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.
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.
A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster V.