| Hit Dice: | 8d10+16 (60 hp) |
| Initiative: | +4 |
| Speed: | 30 ft. (6 squares), climb 15 ft. |
| Armor Class: | 18 (–1 size, +4 Dex, +5 natural), touch 13, flat-footed 14 |
| Base Attack/Grapple: | +6/+16 |
| Attack: | Bite +13 melee (2d8+6) |
| Full Attack: | Bite +13 melee (2d8+6) and 2 claws +11 melee (1d4+3) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Fear aura, great leap |
| Special Qualities: | Darkvision 60 ft., evasion, quickness, low-light vision, masterful dodge |
| Saves: | Fort +8, Ref +12, Will +3 |
| Abilities: | Str 23, Dex 18, Con 15, Int 2, Wis 12, Cha 9 |
| Skills: | Balance +6, Climb +14, Jump +33, Tumble +15 |
| Feats: | Dodge, Lightning Reflexes, Multiattack |
| Environment: | Warm forest |
| Organization: | Solitary, pack (5–20) or troop (21–40) |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | Usually chaotic neutral |
| Advancement: | 9–12 HD (Large); 13–24 HD (Huge) |
| Level Adjustment: | — |
These carnivorous cousins of the ape are fiercely territorial marauders. They obsessively prowl the jungle, attacking anything that enters the area they claim.
A gambol is a baboonlike primate that stands 9 feet tall and weighs more than 1,000 pounds. Its purple skin is covered with dense, silky, blue hair. A gambol has elongated jaws and a hairless, doglike muzzle.
Gambols tumble into combat, clawing and biting their foes. They take advantage of their reach to grapple and trip advancing foes. Their constant maneuvering makes them difficult targets for foes attacking from a distance.
Fear Aura (Su): When a gambol howls, every creature within a 100-foot radius must succeed at a Will save (DC 13) or become panicked for 1d6+1 rounds. Whether or not the save is successful, the creature is then immune to that gambol’s howl for 24 hours. The howl is a sonic, mind-affecting fear effect.
Great Leap (Ex): A gambol gains a +25 bonus on Jump checks. Maximum distance restrictions do not apply to its jumps.
Masterful Dodge (Ex): As a free action once per round, a gambol can dodge one ranged weapon attack, one reach melee weapon attack, or one spell that requires an attack roll by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus, and a spell adds its spell level to the save DC. To use this ability, the gambol must be aware of the attack and not be flat-footed.
Quickness (Su): Although not particularly dexterous, a gambol is supernaturally quick. It can take an extra attack or move action each round, either before of after its normal action.
Source: Monster Manual II, page 108. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.