Old World» Ape

Evolutionary relatives of humans, apes are powerful omnivores—unusually intelligent for animals, capable of manipulating tools, and able to adapt to different environments. Although some apes resemble nothing so much as up-sized monkeys, stranger forms are known to exist. The Lower Planes, too, have their versions of these cunning and dangerous creatures, which may be summoned by spellcasters of an evil inclination.

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Dire ape

This great, feral ape is about the size of an ogre, but even more muscular. It is barrel-chested, with thick, black fur, long arms, and a broad muzzle. It seems well equipped with claws and teeth.

Dire apes are territorial and apt to attack anything they see. These powerful omnivores resemble gorillas but are far more aggressive and territorial; they are apt to attack anything they see, and they kill and eat anything they can catch.

A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.

Combat

An ape often precedes an attack with a display of aggression, hoping to intimidate potential foes. Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

Dire ape

Large animal

Init +2; Senses low-light vision, scent; Perception +5

Defense

AC 15, touch 11, flat-footed 13 (−1 size, +2 Dex, +4 natural)

hp 36 (4d8+18)

Fort +7, Ref +6, Will +4

Offense

Speed 30 ft., climb 15 ft.

Melee 2 claws +8 (1d4+6), bite +8 (1d6+6)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 2d4+9)

Statistics

Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 7

Base Atk +3; CMB +10; CMD 22

Feats Intimidating Prowess, Iron Will

Skills Acrobatics +6, Climb +14, Intimidate +8, Perception +5, Stealth +2

Morale intrepid (+2)

Ecology

Environment warm forests

Organization solitary, pair, or troop (1d4+2)

Special Abilities

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 2d4+9 points of damage.

Dire ape (fiendish)

Fiendish dire apes can be summoned with the summon monster III spell.

Dire ape (fiendish)

Large animal (evil, extraplanar)

Init +2; Senses darkvision, low-light vision, scent; Perception +5

Defense

AC 15, touch 11, flat-footed 13 (−1 size, +2 Dex, +4 natural)

hp 36 (4d8+18)

Fort +7, Ref +6, Will +4

SR 9

Resist cold 5, fire 5

Offense

Speed 30 ft., climb 15 ft.

Melee 2 claws +8 (1d4+6), bite +8 (1d6+6)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 2d4+9), smite good

Statistics

Str 22, Dex 15, Con 17, Int 3, Wis 12, Cha 7

Base Atk +3; CMB +10; CMD 22

Feats Intimidating Prowess, Iron Will

Skills Acrobatics +6, Climb +14, Intimidate +8, Perception +5, Stealth +2

Languages Abyssal or Infernal (can’t speak)

Morale resolute (+4)

Ecology

Environment fiendish realms

Organization solitary, pair, or troop (1d4+2)

Special Abilities

Rend (Ex)

A fiendish dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.

Smite Good (Su)

Once per day, as a swift action, a fiendish dire ape can add +4 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Girallon

At first glance, this creature looks like an albino gorilla, but it has four arms. It also has razor-sharp teeth and long claws.

Girallons are savage, magical cousins of the gorilla. They are aggressive, bloodthirsty, highly territorial, and incredibly strong. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.

Combat

Girallons attack anything that enters their territory, even others of their kind. Their senseless belligerence is the one character- istic that keeps their numbers in check. Still, the creatures show some cunning.

A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.

Girallon

Large magical beast

Init +7; Senses darkvision, low-light vision, scent; Perception +6

Defense

AC 17, touch 12, flat-footed 14 (−1 size, +3 Dex, +5 natural)

hp 73 (7d8+42)

Fort +8, Ref +8, Will +5

Offense

Speed 40 ft., climb 40 ft.

Melee 4 claws +11 (1d4+5), bite +11 (1d6+5)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 2d4+7)

Statistics

Str 20, Dex 17, Con 16, Int 3, Wis 12, Cha 7

Base Atk +7; CMB +13; CMD 26

Feats Improved Initiative, Intimidating Prowess, Iron Will, Toughness

Skills Climb +14, Intimidate +7, Perception +6, Stealth +8

Morale intrepid (+2)

Ecology

Environment warm forests

Organization solitary or company (1d4+4)

Special Abilities

Rend (Ex)

A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+7 points of damage.

Girallon (fiendish)

Fiendish girallons can be summoned with the summon monster V spell.

Girallon (fiendish)

Large magical beast (evil, extraplanar)

Init +7; Senses darkvision, low-light vision, scent; Perception +6

Defense

AC 17, touch 12, flat-footed 14 (−1 size, +3 Dex, +5 natural)

hp 73 (7d8+42)

DR 5/good

Fort +8, Ref +8, Will +5

SR 12

Resist cold 10, fire 10

Offense

Speed 40 ft., climb 40 ft.

Melee 4 claws +11 (1d4+5), bite +11 (1d6+5)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 2d4+7), smite good

Statistics

Str 20, Dex 17, Con 16, Int 3, Wis 12, Cha 7

Base Atk +7; CMB +13; CMD 26

Feats Improved Initiative, Intimidating Prowess, Iron Will, Toughness

Skills Climb +14, Intimidate +7, Perception +6, Stealth +8

Languages Abyssal or Infernal (can’t speak)

Morale intrepid (+2)

Ecology

Environment fiendish realms

Organization solitary or company (1d4+4)

Special Abilities

Rend (Ex)

A fiendish girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+7 points of damage.

Smite Good (Su)

Once per day, as a swift action, a fiendish girallon can add +7 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.