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Ghost Ape

Ghost apes are reclusive and territorial creatures that usually reveal themselves only when their homes are threatened. Most ghost apes will first attempt to use their imposing presence and natural teleportation to frighten and confuse their foes into fleeing. Ghost apes can speak but aren't particularly talkative, though they will, on rare occasions, treat with those who approach them with respect. Ghost apes can be powerful allies when motivated by a common cause, although they tend to be suspicious of outsiders, and their trust isn't easily earned.

Recall Knowledge - Beast (Arcana, Nature): DC 21
Recall Knowledge - Ethereal (Occultism): DC 21
Unspecific Lore: DC 19
Specific Lore: DC 16

Elite | Normal | Weak
Proficiency without Level

Ghost ApeCreature 4

Uncommon Large Beast Ethereal 
Source Howl of the Wild pg. 146 2.0
Perception +10; darkvision, scent (imprecise) 30 feet
Languages Aklo
Skills Acrobatics +6, Athletics +10, Intimidation +6, Stealth +8, Survival +8
Str +5, Dex +2, Con +3, Int -1, Wis +4, Cha +2
AC 16; Fort +10, Ref +6, Will +8
HP 65
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +10 [+5/+0], Damage 2d8+5 piercingMelee [one-action] fist +10 [+6/+2] (agile, reach 10 feet), Damage 1d10+5 bludgeoningGhost Stance [one-action] (concentrate, illusion, occult, stance, visual) The ghost ape phases partially out of existence, its form blurring and becoming difficult to pinpoint. While in this stance, they are concealed to any creature that isn't adjacent to them. They can't use this concealment to Hide or Sneak. They also gain resistance 5 to physical damage. If the ghost ape takes force damage, this stance ends and they can't reenter it for 1d3 rounds.Phantom Step [one-action] (concentrate, teleportation) Frequency once per round; Effect The ghost ape moves quickly, passing through the Ethereal Plane. They teleport up to a distance equal to twice their Speed within their line of sight.Terrifying Display [two-actions] (auditory, emotion, fear, mental) The ghost ape beats their chest in a terrifying display. Creatures within 30 feet must succeed a DC 16 Will save or become frightened 1 (or frightened 2 on a critical failure). While a creature is frightened by this ability, it's off-guard to the ape. On a success, the creature is temporarily immune for 1 minute.

All Monsters in "Ethereal Wildlife"

NameLevel
Ghost Ape4
Mist Bear7
Rift Chameleon3

Ethereal Wildlife

Source Howl of the Wild pg. 146 2.0
The following animals all have ties to the Ethereal Plane.