Medium Beast, Unaligned
Armor Class 13 natural hide
Hit Points 27 (5d8)
Speed 20 ft., climb 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws DEX +4
Skills Athletics +6, Perception +3
Senses Passive Perception 11
Languages Kerit (spoken & sign language)
Challenge 1 (200 XP)
Proficiency Bonus +2

Bounding. A nandie-ape can make casual leaps of up to 10 feet as free actions when it moves. If a nandie-ape crosses broken terrain with obstacles it can climb or leap onto (boulders, tree limbs, roof beams, cage bars, et cetera), it moves at its climb speed and ignores difficult terrain caused by the obstacles.

 

Call to Arms. A nandie-ape can use its bonus action to make a chattering call. This gives it advantage on melee attack rolls against a creature if at least one of the nandie-ape's allies is within 5 feet of the creature and the ally isn't incapacitated.

In addition, any members of the nandie-ape's colony within earshot of Call to Arms (normally 300 feet) will come to aid the nandie-ape. A nandie-bear, if present, always turns up after all the nandie-apes within range have arrived.

Actions

Multiattack. The nandie-ape boss makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

 

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) slashing damage.

 

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Description

These simian carnivores are found in rocky hill-country or thick forest/jungle, where they can swing through trees, or leap rock to rock, doubling their normal ground speed. They live in colonies usually (75%) headed by a mated pair (5d8 HD) or a nandie bear (25%). The colony will have its lair in ruins or a cave complex, where there will be an additional 80% of young. In a secluded corner ofthe colony will be their "treasure" hoard, which is a vast pile of glittering shards and objects. 

Outside the colony, they are encountered in groups of 2-12. They are rarely encountered more than one mile from their colony. If unmolested, there is a 40% chance/3 turns that they will ingore anyone encountering them, a 30% chance/3 turns theat they will attack and a 30% chance that they will follow inquisitively. In any of these instances there is a 30% chance that they will screech and chatter to summon other nandies who will arive at the rate of 1d4/round until all the colony are there - the leaders are always the last to arrive. They only arive while a summon screech is issued. However, nandies will always go to the summons of their leader once the leader has summoned them and there is a 5% chance/turn that they will be summoned away (if a nandie bear see below for fear) if the leader is not on the scene. If encountered in their lair, those present will awys screech to summon those that are elsewhere.

Nandie apes frequently attack by throwing rocks, lumps of wood, large nuts, etc. from a vantage point if possible..

They make loyal pets if captured and suitably trained by one skilled in animal training. However, tamed ones lose the natural impulse to summon others.   

A nandie ape is a 5 foot tall tailless brown simian. it can walk and fight on two legs or scamper on all fours.  It is an extremely agile climber. Nandies have their own language which consists of screeches and chatters - they do this almost incessantly. Their screech to summon others is indistinguishable to all save druids and rangers of at least fourth level, even if they have never encountered nandies before. 

(Based on the Nandie in White Dwarf Magazine #18 (Apr/May 1980), from "The Halls of Tizun Thane" by Albie Fiore.)

Monster Tags: Misc Creature

Environment: ForestHill

casliber

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