Ghoul Monkey

Filthy, emaciated beasts, ghoul monkeys are depraved examples of harmless animals saturated in evil.
 

Ghoul Monkey (CR 1)

Small Undead
Alignment: Chaotic Evil
Initiative: +2
Senses: Darkvision 60 feet; Perception +7
  Speed: 30 feet, Climb 30 feet
Space: 5 feet
 

Defense

Armor Class: 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
Hit Points: 13 (2d8+4)
Saving Throws: Fort +2, Ref +2, Will +5
Immunity: undead traits
 

Offense

Melee: bite +4 (1d2+1 plus disease) and 2 claws +4 (1d2+1 plus disease)
Reach: 5 feet
 

Statistics

StrDexConIntWisCha
12 (+1) 15 (+2) - 10 (+0) 14 (+2) 14 (+2)
Base Attack Bonus: +1
CMB +1
CMD 13
  Feats: Weapon Finesse
  Skills: Acrobatics +4, Climb +14, Perception +7, Stealth +11
  Languages:
 

Special Abilities

Disease (Su)

Ghoul Monkey Fever: Bite-injury; save DC 13 Fort; onset 1 day; frequency 1/day; effect 1d2 Con and 1d2 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
 

Ecology

Environment: Warm Jungles
Organization: solitary, pair, or pack (4-12)
Treasure: none

  Ghoul monkeys are cunning, undead monkeys 2-3 feet tall, weighing 10-20 pounds. These monkeys often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. Unlike \"human-type\" ghouls, their bite does not cause paralysis.
  They are extremely vulnerable to holy water (2d6 damage) and to being turned (no channel resistance). Ghoul monkeys lose the social drive of normal monkeys, but occasionally group together when the draw of evil is powerful enough.
  Credit Original author Scott Casper Originally appearing in Jungle Ruins of Madaro-Shanti (© Frog God Games, 2010)

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