Sentient Ape CR 3
Speed 30 ft., climb 30 ft.
Melee 2 slams +8 (1d4+2)
Special Attacks sneak attack +2d6
Before Combat he pretends to be a simple animal so potential enemies do not consider him a significant threat.
During Combat If the False Master is present, he pretends to wait until his “master” orders him to fight. He makes use of his climbing and mobility to find an advantageous position in a battle, using his necklace of fireballs if facing many foes or if he needs to end combat quickly to maintain his cover.
Morale If he is brought to 10 hit points or fewer, his behavior depends on what his opponents know. If they believe him to be just an animal, he flees or prostrates himself before them. If they know he is intelligent, he flees or tries to bargain for his life.
Str 15, Dex 16, Con 14, Int 13, Wis 12, Cha 8
Base Atk +5; CMB +7; CMD 21
Feats Dodge, Great Fortitude, Mobility, Skill Focus (Perception), Weapon Focus (slam)
Skills Acrobatics +7, Bluff +9, Climb +16, Disable Device +12, Disguise +3, Escape Artist +12, Knowledge (history) +2, Knowledge (nobility) +2, Knowledge (religion) +2, Linguistics +6, Perception +12, Perform (dance) +3, Sense Motive +9, Sleight of Hand +9, Stealth +11, Swim +6
Languages Abyssal, Common, Elven, two others
SQ rogue talent (combat trick, ledge walker), trapfinding +2
Combat Gear necklace of fireballs (type I; two 3d6 beads remaining); Other Gear +1 studded leather, chain collar and leash, masterwork thieves’ tools, 475 gp
False Master CR 2
Melee club +6 (1d6+2)
Ranged throwing axe +2 (1d6+2)
Str 15, Dex 10, Con 12, Int 11, Wis 8, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Athletic, Iron Will, Weapon Focus (club)
Skills Climb +7, Handle Animal +4, Knowledge (religion) +2, Perception +4, Perform (dance) +1, Profession (farmer) +6, Swim +7
Gear leather armor, light wooden shield, club, throwing axes (2)