Ntanga
Defense
AC: 19, touch 14, flat-footed 15 (+4 armor, +3 Dex,, +1 dodge, +1 natural)
HP: 45 (7d8+14)
Fort: +8 Ref: +10 Will: +3
Defensive Abilities: evasion, trap sense +1, uncanny dodge
Offense
Speed: 30 ft., climb 30 ft.
Melee: 2 slams +8 (1d4+2)
Special Attacks: sneak attack +2d6
Statistics
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
SQ: rogue talent (combat trick, ledge walker), trapfinding +2
Languages: Abyssal, Common, Elven, Osiriani, Polyglot
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
Description
Male sentient ape rogue 4
Before Combat: Ntanga pretends to be a simple animal so potential enemies do not consider him a significant threat.
During Combat: If Kingstone is present, Ntanga 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 Ntanga 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.
When an assassin strikes or a thief makes off with valuable intelligence, no one ever suspects Ntanga the performing ape. After all, who would think to investigate a mere circus animal? Ntanga, a spy and killer for Usaro, the city of intelligent apes, uses the prejudices of the outside world to work beneath the gaze of an adoring crowd. Mysteriously awakened long ago by druids in service to Angazhan, he is a cunning strategist and never has much difficulty getting his “trainer,” Kingstone Farwalker, to engineer an invitation to perform at whatever palace or villa he needs to infiltrate. From there, it usually only takes a few moments to clamber up a wall and pick a lock to reach his target, whether it’s a safe filled with critical information or someone who must die at his bone-crushing hands.
A geas not only ensures Farwalker’s loyalty to Ntanga but also gives the angry ape a hapless target against which to exercise his rage at the daily indignities he suffers. It takes all of Ntanga’s self-control to avoid throttling his “master” with the metal chain around his neck. An amateur scholar who longs to travel, Ntanga loves books and conversation, two passions he must take great care in indulging. The urge to steal an interesting tome or the impulse to talk to a victim before striking the killing blow could one day prove his undoing. Ntanga greatly desires to obtain a robe of blending or a similar item that would let him walk about as a human or elf; this would allow him to pursue his academic interests without compromising his mission. His greatest fear is that the power that awakened his intelligence will fade, leaving him a dumb ape. He hopes that someday he can “retire” in Usaro with a library of books and a harem of female apes to keep him company—a reward for loyal service to his god-king.
Boon: Those who penetrate Ntanga’s deception and earn his trust may ask him for the “wound of Angazhan.” Ntanga carves his ally’s flesh with his claws, then rubs a tarry ointment into the wound, leaving a deep maroon scar when it heals. Anyone familiar with the Mwangi Expanse recognizes the wound as a sign of favor from the silverback Ruthazek, god-king of Usaro. The ally gains a +2 bonus on Diplomacy and Intimidate checks when dealing with those who support Usaro or the cult that rules it. The ally has a –2 penalty on these checks when dealing with someone who hates or fears Usaro. Displaying the mark to hostiles from Usaro usually causes them to pause to assess whether or not they should attack the bearer of the mark; normal procedure is to escort the mark-bearer to the city for questioning—a safer outcome than being killed and eaten.
Source: NPC Guide, p. 21
