Blood Ape (CR 6)

Large Magical Beast
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +4, and Spot +3


AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Hit Dice: 4d10+8 (30 hp)
Fort +6, Ref +6, Will +2
Speed: 30 ft., climb 30 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +13
Attack: Claw +8 melee
Full Attack: 2 claws +8 melee and bite +3 melee
Damage: Claw 1d6+5, bite 1d8+2
Special Attacks/Actions: Magical Growth, improved grab, rend 2d4+7
Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Special Qualities:
Feats: Improved Bull Rush; Power Attack
Skills: Climb +15, Listen +4, and Spot +3
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Climate/Terrain: Warm forest and mountains
Organization: Solitary, patrol (1 alpha male plus 1-4 males), or colony (1 alpha male plus 2-5 males and 7-21 noncombatants)
Treasure: None

Source: Monster Manual II

Combat

The alpha male in any group of blood apes begins using his growth ability on the other males at the first sign of intruders. After receiving the benefit of this power, all the males pair up to attack specific opponents. Blood apes give no warning and make no display before attacking. The alpha male uses his growth ability on himself last, then enters melee. If females and young are present, they beat a hasty retreat while the males fight.

Growth (Sp): The alpha male in every group of blood apes can use this power up to eight times per day. It functions like an animal growth spell (caster level 9th), except that it works only on adult male blood apes. The following changes apply to all subject blood apes as long as the effect of growth lasts: SZ Huge; HD 8d10+32 (76 hp); Init +1; AC 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14; Atk +15 melee (2d4+9, 2 claws) and +10 melee (2d6+4, bite); SV Fort +10, Ref +7, Will +3; Face/Reach 10 ft. by 10 ft./10 ft.; Str 29, Dex 13, Con 18; Climb +19.

Improved Grab (Ex): if a blood ape hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13, or +25 if under growth effect). If it hits with both claws, it can also rend in the same round. Once it has a hold, the blood ape has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the blood ape is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Rend (Ex): If a blood ape hits with both claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+7 points of damage (or 2d4+13 if under a growth effect; see above).

Scent (Ex): A blood ape can detect approaching enemies, sniff out hidden foes, and track by sense of smell.