Kech (Greyhawk)
Medium Monstrous Humanoid
Hit Dice: 5d8+10 (33 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 20 ft.
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3)
Full Attack: 2 Claws +8 melee (1d4+3) and 1 Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Camouflage, Pass Without Trace
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 16, Dex 15, Con 14, Int 8, Wis 12, Cha 8
Skills: Climb +11, Craft (Traps) +1, Hide +5, Jump +6, Knowledge (Nature) +0, Listen +2, Move Silently +4, Spot +2, Survival +2, Tumble +4
Feats: Brachiation (B)
Environment: Any Forest
Organization: Solitary, Pair or Band (3-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 6-10 HD (Large)
Level Adjustment: ---

"It's a giant leaf monkey?"

"WHAT DID YOU JUST SAY?"

"Sweet, it's a talking leaf monkey."

Kechs are evil monkey like beings whose skin resembles foliage. They have large ears, and protruding lower jaws filled with fangs. Nomadic trapmakers and ambushers, their preferred prey is Humanoids. They are surprisingly proficient with languages, speaking Common, Kech and perhaps another local species language as well.

Camouflage (Ex): Identical to the Ranger ability of the same name listed in the PHB.

Pass Without Trace (Ex): Identical to the Ranger ability of the same name listed in the PHB.

Skills: Kech has a +2 Racial Bonus to Hide, Jump, Move Silently and Tumble Checks. Kech have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Combat: Kech are ambush predators who take up residence outside villages, picking off the inhabitants one by one.