The jungle seemed to come alive, and it was angry. Plagues of biting and stinging insects seemed to swarm over the explorers. Three hirelings had already expired and the elf was looking a bit weak.
Then one night there was a chorus of howls in the jungle that unsettled everyone because it was obvious that these sounds were a form of communication, and they were drawing nearer. Then leering faces could be seen peering from the trees, and these visages were a strange mixture of man and ape. They stepped into the light of the campfire, apes that stood as men, and just as tall, bearing ragtag armor and weapons, they advanced.
Only I escaped to tell the tale. And to this day I cannot even bear the sight of the monkey that damned spice merchant downstairs keeps. Every time I look into its eyes I swear, it knows.
Hailing from distant islands and steaming jungles, the apefolk are a feral race of humanoids that often pose a threat to settlers, explorers and others that they see as encroaching on their territory. Apefolk look like an odd mixture of man and ape and are rumored to have been the result of strange alchemical experimentation gone awry many eons ago. Of course they do not believe this themselves and see their race as a gift to the world, presented by their pantheon of odd gods. While they may indeed have been created by an arcane mishap there are gods that heed the call of their witchdoctors and shamans. Druids are somewhat common among this race and their druids often haunt jungle groves and swamps, causing no end of misery and madness for interlopers.
Apefolk: HD 2+1 AC 7; Atk Weapon (1d8), Bite (1d4) or Punch (1d6) ; Move 9 ; Save 12; CL/XP 3/60; Special: Climb:Apefolk are superb climbers, able to scale trees and walls easily (+3 to any climbing related rolls), Strong: Apefolk have great upper body strength, effectively around 13-15 for an average adult, thus granting them a bonus in grappling and hand to hand combat. Exceptional individuals will be able to cast spells, most commonly divine or druidic.