Funk Ape (3.5e Monster)

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Author: Bhu (talk)
Date Created: 10/16/2014
Status: Finished
Editing: Clarity edits only please
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Funk Ape
Size/Type: Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +2 Natural. +2 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d4+2)
Full Attack: 2 Slams +6 melee (1d4+2) and 1 Bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Funk, Blur
Special Qualities: Low Light Vision, Darkvision 60 ft., Immunities
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 12
Skills: Climb +10, Listen +8, Spot +7
Environment: Alertness, Ability Focus (Funk)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 5-8 HD (Large)
Level Adjustment: ---

" Ooohmigod...what is that? It smells like mindflayer poop and burning rubber...avenge me...sputter...cough..."

Funk Apes are the result of experiments by Prak the Mad. Prak had set up shop in what was eventually to become known as Bad Critter Forest, and begun experimenting on the life there, turning most of the local animals into Magical Beasts in the process. This has to be one of his less welcome creations. The Funk Ape appears to be a large baboon that smells bad. Really bad. So bad in fact that even the dead are repulsed. The miasma surrounding the Funk Ape even causes the air to shimmer and distort, as if the very air wanted to be elsewhere.


Funk Apes are only mildly aggressive and usually sit in trees and fling poo at intruders. Occasionally they'll get riled up and charge if scared or pissed off. After that they just continuously whack their opponent till he falls (they run away if hurt too bad). Most opponents simply black out or puke near them, which is an endless supply of entertainment for the ape.

Funk(Su): The Funk Ape smells bad. Any creature within 60' of it that can smell is in trouble. Even if it can't smell something seems to bother it. Once inside this area all living creatures with a sense of smell must make a DC 16 Fortitude Save (Save DC is Constitution based) or fall unconscious for 1 round, be Nauseated for 1d6 rounds after awakening, and then Sickened for 1d6 hours more. As long as the creature remains within 60' of the Funk Ape it will have to make Saves to avoid unconsciousness each round. Creatures that aren't living or that have no sense of smell (or that are incorporeal) must also make a DC 16 Fortitude Save, or be Sickened as long as they are within 60' of the Funk Ape.

Blur(Su): Due to the air around it boiling the Funk Ape permanently has it's own personal Blur spell (as well as a +2 Deflection Bonus to AC).

Immunities(Ex): Funk Apes are immune to disease (it's killed off by their Funk), inhaled gases or poisons (which can't get through the Funk), and any attack relying on their sense of smell (of which they have none, due to the Funk).

Skills: Funk Apes get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Back to Main Page3.5e HomebrewMonsters

AlignmentAlways Chaotic Neutral +
AuthorBhu +
Challenge Rating7 +
EnvironmentAlertness, Ability Focus (Funk) +
Identifier3.5e Monster +
Level Adjustment--- +
RatingUndiscussed +
SizeMedium +
TitleFunk Ape +
TypeMagical Beast +