Vanara
Vanaras are intelligent, simian humanoids who live in deep forests and jungles. They are both agile and clever, but saddled with boundless curiosity and a love of pranks that, while normally harmless, hinder ingratiations with those they encounter. A vanara's body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite its fur, a vanara can grow lengthy hair on its head just like a human, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara's head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter than a typical human. Males weigh from 150 to 200 pounds at most, with females weighing slightly less. Vanaras live for 60 to 75 years.
Vanaras live in large, tree-top villages connected by rope-bridges and ladders. Homes are carved out of trees but usually left open to the elements except for woven leaf canopies and overhangs. Vanara villages are typically led by the community's religious leader—usually a cleric, oracle, or monk.
Vanaras are defined by their class levels—they do not possess racial Hit Dice. All vanaras have the following racial traits.
- HP
- 9 (1d8+1)
- AC
- 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
- Speed
- 30 ft., climb 20 ft.
- Init
- +3
- Melee
- quarterstaff +1 (1d6+1) or flurry of blows +0/+0 (1d6+1)
- BAB
- +0
- CMB
- +1
- CMD
- 18
- Fort
- +2
- Ref
- +5
- Will
- +5
- Racial Modifiers
- +2 Acrobatics, +2 Stealth
Weapons: Simple
flurry of blows
stunning fist (1/day, DC 13)
Prehensile Tail — All vanaras have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons as a swift action.
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.</p>
<p class="stat-block-1"> You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.</p>
Acrobatics +9, Climb +13, Perception +7, Sense Motive +7, Stealth +9
- Type
- Humanoid
- Alignment
- LG
- Size
- Medium
- Environment
- any forests
- Organization
- solitary, pair, party, (3-6), or community (7-100)
- Treasure
- NPC gear (quarterstaff)
- Senses
- low-light vision; Perception +7
- Languages
- Common, Sylvan, Vanaran
- Source
- Bestiary 3
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Unarmed Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Stunning Fist (Feat)House/Core — covered by the site's Section 15.
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