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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH MONKEY

 

Tiny Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

1d8 (4 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), climb 30 ft.

Armor Class:

14 (+2 size, +2 Dex), touch 14, flat-footed 12

Base Attack/Grapple:

+0/–12

Attack:

Bite +4 melee (1d3–4)

Full Attack:

Bite +4 melee (1d3–4)

Space/Reach:

2-1/2 ft./0 ft.

Special Attacks:

smite evil

Special Qualities:

Low-light vision, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 6

Saves:

Fort +2, Ref +4, Will +1

Abilities:

Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5

Skills:

Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3

Feats:

Weapon Finesse

Environment:

Any Evil-aligned plane

Organization:

Troop (10–40)

Challenge Rating:

1/6

Alignment:

Always evil (any)

Advancement:

2–3 HD (Small)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +1.

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