Monday, January 3, 2011

General Rules: Monsters - Monkey

Monkey (from the Monster Manual)
Tiny Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +2
Speed: 30 feet, climb 30 feet
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d3-4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 3, Int 2, Wis 12, Dex 15, Con 10, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3
Feats: Skill Augmentation (Balance and Escape Artist), Weapon Finesse
Environment: Warm forests
Organization: Troop (10 - 40)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 HD (Small)

The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.

Combat
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.

Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Monkeys as Familiars
Monkeys can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with monkey familiars gain a +3 bonus on Climb checks or a +3 bonus on Sleight of Hand checks (character's choice, made when the familiar is summoned).

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