Cloaked Ape (CR 2)
Medium Magical Beast
Alignment: Always neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +4, and Spot +4
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d10+4 (26 hp); DR: 5/cold iron
Fort +5, Ref +6, Will +2
Speed: 30 ft., climb 30 ft., fly 40 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +4
Attack: Claw +4 melee
Full Attack: 2 claws +4 melee and bite -1 melee
Damage: Claw 1d6, bite 1d6
Special Attacks/Actions: Improved grab
Abilities: Str 11, Dex 14, Con 12, Int 3, Wis 12, Cha 5
Special Qualities: fast healing 3
Feats: Alertness; Flyby Attack
Skills: Climb +9, Listen +4, Spot +4, Survival +3, and Tumble +4
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Climate/Terrain: Warm forest
Organization: Solitary, pair, or pack (5-20)
Treasure: 50% coins and 50% goods (no items)
Monster Manual II
Cloaked apes are territorial, but they rarely attack unless they significantly outnumber the intruders. Otherwise they stay in the treetops, hooting and hurling loose branches and half-eaten fruit, berries, and nuts at their foes.
Improved Grab (Ex): If a cloaked ape hits an opponent that is its own size or smaller with both claw attacks, it does normal damage and attempts to start a grapple as a free act without provoking an attack of opportunity (grapple bonus +4). The creature has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on grapple check, but the cloaked ape is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage for two claw attacks.
Fast Healing (Ex): A cloaked ape regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation, and does not allow the cloaked ape to regrow or reattach lost body parts.
Scent (Ex): A cloaked ape can detect approaching enemies, sniff out hidden foes, and track by sense of smell.