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 13
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 screeching calls. 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 (about 300 feet) will come to aid the nandie-ape. Typically, 1d4 nandie-apes will arrive per round for 1d3 + 1 rounds, for a total of between 2 and 16 nandie-apes. (alternatively, use 1d6 per round for 1d4 rounds; 1d8 per round for 1d3 rounds; or 1d12 per round for 1d2 rounds)

If a nandie-ape is close to its colony, one dice worth of nandie-apes will arrive every round until the colony's entire population is accounted for. The largest available dice arrive first (see Screeching Colonies in Description).

If more than one nandie-ape makes a Call to Arms, the number of creatures that arrive does not increase.

Boss nandie-apes who hear a Call to Arms always arrive last. If a nandie-bear is within earshot, it arrives after all available nandie-apes have turned up.

Should a nandie-ape hear multiple summoning calls it gives priority to a nandie-bear's Haunting Howl, otherwise it responds to the loudest Call to Arms it hears.

Example: A nandie colony contains 10d4 + 10d6 nandie-apes and three nandie-ape bosses. A party of adventurers encounter a foraging patrol of 2d6 nandie-apes and fight them; the patrol makes a Call to Arms and rolls 3, so 3d4 apes answer the call over 3 rounds of combat. This leaves 7d4 + 8d6 unaccounted for.

The adventurers continue and discover 5d6 nandie-apes plus a mated pair of bosses in the colony's lair, who immediately Call to Arms. This leaves 7d4 + 3d6 nandie-apes and 1 boss unaccounted for. Over eleven rounds of screeching conflict, 1d6 ape reinforcements will arrive each round for three rounds (3d6), followed by 1d4 apes per round for seven rounds (7d4), and finally a single boss ape on the last round.

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.

 

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

 

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

Description

 

See the Nandie-Ape (Koddoelo)

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

Previous Versions

Name Date Modified Views Adds Version Actions
12/20/2021 8:55:28 AM
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Coming Soon

Monster Tags: Misc Creature

Environment: ForestHill

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