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Apes of Nature, Myth, & The Imagination

Sapient Ape Military Structure

Sapient ape military units are based around multiples of 9, the basic unit being the “fang,” which includes 8 warriors and 1 fang-leader. Above this are the optimate (72 warriors plus 150% noncombatants, plus 8 fang-leaders and 1 optimate-leader), the pro-optimate (648 warriors plus 150% noncombatants, plus 72 fang-leaders, plus 8 optimate-leaders, plus 1 pro-optimate leader).

Here are typical stats for warriors, fang leaders, optimate leaders, and pro-optimate leaders:

Warrior (CR 2, HD 3d8+1d8+8)
Sapient Gorilla Humanoid3/War1
N Medium Humanoid
Init +2 Spd 30 or Climb 20
Senses Scent (Ex) Listen +5, Spot +5

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AC 15 (FF 13, Touch 12)
hp 32 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +5, Ref +5, Will +2

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Atk +8 base melee, +5 base ranged; Grapple +8;
       +8 Melee (Greatclub 1d10+7/crit 20/x2)
       +8 Melee (2 Slam 1d3+5/crit 20/x2) and +3 Melee (Bite 1d4+2/crit 20/x2)
       +5 Ranged (Rock 1d4/crit 20/x2)
SA: Rend (Ex) 1d3+7
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Abilities: STR 20, DEX 15, CON 14, INT 11, WIS 12, CHA 7
Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Shield Proficiency, Simple Weapon Proficiency, Toughness, Track Scent.
Skills: Balance +3, Climb +12, Hide +5, Intimidate +5, Jump +4, Knowledge (Nature) +3, Listen +5, Move Silently +5, Spot +5, Survival +15, Swim +3.
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Weapons: Greatclub. Armor: Studded leather. (Spell Failure 15%). Goods: Standard.

 

Fang Leader (CR 3, HD 3d8+1d8+2d8+12)
Sapient Gorilla Humanoid3/Clr1/War2
N Medium Humanoid
Init +2 Spd 20 or Climb 15
Senses Scent (Ex) Listen +4, Spot +4

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AC 17 (FF 15, Touch 12)
hp 45 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +8, Ref +5, Will +4

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Atk +9 base melee, +6 base ranged; Grapple +9;
       +9 Melee (Greatclub 1d10+7/crit 20/x2)
       +9 Melee (2 Slam 1d3+5/crit 20/x2) and +4 Melee (Bite 1d4+2/crit 20/x2)
       +6 Ranged (Rock 1d4/crit 20/x2)
SA: Rend (Ex) 1d3+7
Cleric Features: Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2); Jungle Lord domain power (Enhanced Charisma equal to cleric lvl 1/day for 1 round), War domain power (Free Martial proficiency and focus).
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Abilities: STR 20, DEX 15, CON 14, INT 11, WIS 12, CHA 7
Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Leadership, Shield Proficiency, Simple Weapon Proficiency, Toughness, Track Scent, Weapon Focus: Club.
Skills: Balance +0, Climb +8, Hide +1, Intimidate +5, Jump -6, Knowledge (Nature) +4, Listen +4, Move Silently +1, Spot +4, Survival +15, Swim -5.
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Cleric Spells Prepared (3/2+1): 0- Cure Minor Wounds (x3) ; 1- (x2)Cure Light Wounds.
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Weapons: Greatclub. Armor: Chainmail. (Spell Failure 30%). Goods: Standard.

 

Optimate Leader (CR 6, HD 3d8+4d8+2d8+18)
Sapient Gorilla Humanoid3/War4/Clr2
N Medium Humanoid
Init +6 Spd 20 or Climb 15
Senses Scent (Ex) Listen +5, Spot +5

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AC 17 (FF 17, Touch 10)
hp 65 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +10, Ref +6, Will +6

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Atk +12/+7 base melee, +9/+4 base ranged; Grapple +12;
       +12/+7 Melee (Greatclub 1d10+7/crit 20/x2)
       +12 Melee (2 Slam 1d3+5/crit 20/x2) and +7 Melee (Bite 1d4+2/crit 20/x2)
       +9 Ranged (Rock 1d4/crit 20/x2)
SA: Rend (Ex) 1d3+7
Cleric Features: Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2), Jungle Lord domain power (Enhanced Charisma equal to cleric lvl 1/day for 1 round), War domain power (Free Martial proficiency and focus).
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Abilities: STR 20, DEX 15, CON 14, INT 11, WIS 12, CHA 7
Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Improved Initiative, Leadership, Shield Proficiency, Simple Weapon Proficiency, Toughness, Track Scent.
Skills: Balance -5, Climb +6, Hide -1, Intimidate +6, Jump -8, Knowledge (Nature) +4, Listen +5, Move Silently -1, Spot +5, Survival +15, Swim -9.
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Cleric Spells Prepared (4/3+1): 0- Cure Minor Wounds (x3), Inflict Minor Wounds ; 1-Cause Fear, (x2)Cure Light Wounds.
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Weapons: Greatclub. Armor: Half-plate. (Spell Failure 40%). Goods: Standard.

 

Pro-Optimtate Leader (CR 8, HD 3d8+3d8+5d8+22)
Sapient Gorilla Humanoid3/Clr3/War5
N Medium Humanoid
Init +6 Spd 20 or Climb 15
Senses Scent (Ex) Listen +3, Spot +3

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AC 19 (FF 18, Touch 11)
hp 77 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +10, Ref +7, Will +6

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Atk +14/+9 base melee, +11/+6 base ranged; Grapple +14;
       +15/+10 Melee (Greatclub, Masterwork 1d10+7/crit 20/x2)
       +14 Melee (2 Slam 1d3+5/crit 20/x2) and +9 Melee (Bite 1d4+2/crit 20/x2)
       +11 Ranged (Rock 1d4/crit 20/x2)
SA: Rend (Ex) 1d3+7
Cleric Features: Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2); War domain power (Free Martial proficiency and focus), Jungle Lord domain power (Enhanced Charisma equal to cleric lvl 1/day for 1 round).
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Abilities: STR 20, DEX 15, CON 14, INT 11, WIS 12, CHA 7
Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Improved Initiative, Leadership, Shield Proficiency, Simple Weapon Proficiency, Toughness, Track Scent.
Skills: Balance -4, Climb +7, Escape Artist -4, Hide +0, Intimidate +2, Jump -7, Listen +3, Move Silently +0, Spot +3, Survival +9, Swim -7.
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Cleric Spells Prepared (4/3+1/1+1): 0- Cure Minor Wounds (x2), Inflict Minor Wounds, Light ; 1-Cause Fear, (x2)Cure Light Wounds ; 2-Cure Moderate Wounds.
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Weapons: Greatclub, Masterwork. Armor: Full plate. (Spell Failure 35%). Goods: Standard.

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