Ghost ApeCreature 4
Source Pathfinder Howl of the Wild
Perception +14 (darkvision, scent (imprecise) 30 feet)
Languages Aklo
Skills Acrobatics +10, Athletics +14, Intimidation +10, Stealth +12, Survival +12
Str +5, Dex +2, Con +3, Int -1, Wis +4, Cha +2
AC 20; Fort +14; Reflex +10; Will +12;
HP 65
Speed 30 feet (climb 30 feet)
Jaws
+14 (+9, +4) to hit (unarmed) 2d8+5 PiercingFist
+14 (+10, +6) to hit (agile, reach 10, unarmed) 1d10+5 BludgeoningPhantom Step
(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.
Ghost Stance
(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.
Terrifying Display
(auditory, emotion, fear, mental)The ghost ape beats their chest in a terrifying display. Creatures within 30 feet must succeed a DC 20 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.
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
EtherealEthereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.