This site is games | books | films

“Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles”

Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles
Create

Charau-ka are savage, mandrill-like humanoids of the jungle, feared for their deadly agility, frenzied battle cries, and lethal thrown weapons—prowling the canopy with uncanny cunning and terrifying ferocity, leaving adventurers and explorers in constant peril.

Appearance

Charau-ka resemble muscular, primate-like humanoids with vividly colored faces and prominent tusks jutting from their jaws. Their dark, coarse fur is streaked with jungle-hued markings that provide natural camouflage. Agile and wiry, they move with unnerving speed, while glowing, intelligent eyes betray both cunning and savagery. Tribal scars and painted symbols often adorn their bodies, denoting clan affiliation or personal triumphs in combat.

Behaviour

Fiercely territorial and highly social, Charau-ka exhibit a mix of cunning and raw aggression. They leap between trees to ambush prey, raid intruders, or patrol their domain. Sudden frenzies—accompanied by ear-piercing shrieks—unnerve enemies while enhancing their combat prowess. Despite their violence, they maintain complex social hierarchies and ritualized practices within their clans.

Habitat

Charau-ka inhabit dense tropical jungles, favoring regions where the canopy allows for vertical mobility. They build elevated tree villages and defend broad territories, often marked by rivers, cliffs, and thick undergrowth, which serve as both hunting grounds and natural fortifications.

Modus Operandi

Masters of ambush and guerrilla tactics, Charau-ka strike from above with thrown weapons or improvised tools, disappearing into foliage before foes can retaliate. They often hunt in coordinated packs, communicating through screeches and gestures. In times of scarcity, they may raid settlements for supplies, captives, or resources, demonstrating cunning over brute force.

Motivation

Survival, tribal loyalty, and dominance drive Charau-ka behavior. Many are influenced by dark, malevolent forces, channeling bloodlust into ritualized combat. Personal pride, clan honor, and the thrill of the hunt dictate their actions, ensuring they remain relentless, adaptive predators of the jungle.

  • Charau-ka 5e 2024
  • Charau-ka Scout 5e 2024
  • Charau-ka Shaman 5e 2024
  • Charau-ka Warlord 5e 2024
  • Charau-ka Frenzied Berserker 5e 2024
  • Charau-ka Pathfinder
Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles
Create

Small humanoid (chaotic, evil), CR 2


Armor Class: 14 (natural armor)
Hit Points: 52 (8d6 + 24)
Speed: 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
12 (+1)16 (+3)16 (+3)10 (+0)12 (+1)10 (+0)

Saving Throws: Dex +5, Con +5
Skills: Stealth +5, Perception +3, Athletics +3
Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: Charmed
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Abyssal
Challenge: 2 (450 XP)


Traits

Frenzied Leap. When the Charau-ka moves at least 10 feet toward a target and hits with a melee attack, it can immediately jump an additional 10 feet without provoking opportunity attacks.

Thrown Weapon Mastery. The Charau-ka can throw improvised or crafted weapons up to 20 feet without penalty.

Shrieking Frenzy (1/Day). As a bonus action, the Charau-ka emits a terrifying shriek. Each creature of its choice within 15 feet that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. While in this frenzy, the Charau-ka has advantage on attack rolls, but cannot use Stealth.


Actions

Multiattack. The Charau-ka makes two attacks: one with its bite and one with a melee or thrown weapon.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hatchet. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Improvised Weapon (Thrown). Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Reactions

Savage Counter. When a creature within 5 ft. hits the Charau-ka with a melee attack, it can make one melee attack against that creature.


Combat

Charau-ka are opportunistic ambushers, using jungle cover and trees to strike at isolated foes. They start combat with ranged attacks, close quickly using Frenzied Leap, and may unleash Shrieking Frenzy to frighten enemies. Typically acting in small packs, they rely on mobility, stealth, and coordinated strikes to overwhelm low-level adventurers.

Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles
Create

This limber, shrieking creature has the visage of an enraged monkey, but it walks upright like a man.

Originally posted on Archives of Nethys 
Source Inner Sea World Guide pg. 308

Although they call themselves the charau-ka, these dangerous jungle dwellers are often known to colonists and explorers as ape-men. Legend holds that the charau-ka stem from the demon lord Angazhan, who transformed the bodies of the first humans that tried to wage war against his cult, causing the dead to rise as the first apemen. Rumors that charau-ka clerics have perfected a hideous ritual to force those slain to reincarnate as new charau-ka are popular tales among jungle explorers’ but proof of such a magic spell has yet to reach civilization.

Today, the charau-ka are one of the most fecund and widespread races of creatures in the Hollow Earth. Not all of them serve the Gorilla King or worship Angazhan; some have become feral monsters little more organized than apes, while others may have turned to the worship of other demon lords or even the snake-god Ydersius.

Charau-ka generally dwell in small tribes of a few dozen members. They often keep dangerous jungle creatures as pets or guardians, trusting to their druids or animal handlers to keep the deadly beasts under control. A typical charau-ka village extends from the jungle floor up into the canopy above, and usually includes several treehouse-style structures connected by vines or rope bridges.

Charau-ka CR 2
XP 600

CE Small humanoid (charau-ka)

Init +1; Senses Darkvision 60 ft., Low-Light VisionScentPerception +2
Defense
AC 14, touch 12, flat-footed 13 (+1 Dexterity, +2 natural, +1 size)

hp 19 (3d8+6)

Fort +3, Ref +4, Will +2
OFFENSE
Speed 30 ft., Climb 30 ft.

Melee club +5 (1d4+3), bite +0 (1d3+1)

Ranged rock +5 (1d4+2/19-20)

Special Attacks shrieking frenzy, thrown-weapon mastery
STATISTICS
Strength 15, Dexterity 13, Constitution 14, Intelligence 8, Wisdom 12, Charisma 11

Base Atk +2; CMB +3; CMD 14

Feats Point-Blank ShotPrecise ShotThrow AnythingB

Skills Climb +14, Fly +0, Perception +2, Stealth +10; Racial Modifiers +4 Stealth

Languages Abyssal, Polyglot
ECOLOGY
Environment warm forests

Organization solitary, pair, patrol (3-8), or tribe (9-20 plus 1-3 dire apes, 1-3 fighter sub-chieftains of 2nd level, 1 cleric of Angazhan of 3rd-5th level, and 1 chieftain of any class of 4th-8th level)

Treasure standard
SPECIAL ABILITIES
Shrieking Frenzy (Su) Once per day, a charau-ka can enter a state of shrieking frenzy as a free action. While in this state, the charau-ka automatically fails Stealth checks and cannot speak or cast spells that use verbal components (or use items that require command words to activate), but functions as if under the effects of a haste spell. The charauka can continue shrieking for up to 3 rounds, after which it is staggered for 1 round. 

Thrown-Weapon Mastery (Ex) Charau-ka are masters of thrown weapons. All charau-ka gain Throw Anything as a bonus feat. In addition, a charau-ka gains a +1 racial bonus on all thrown weapons, and their threat range for thrown weapons is doubled, as if the charau-ka possessed the Improved Critical feat for all thrown weapons. This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Charau-Ka Encounters

Source PCS:ISMC

While charau-ka can be encountered alone, they typically travel with other simians as either a hunting party or an entire tribe, using superior numbers against whatever quarry they find in the wilderness. Hunting parties may include as few as two hunters or as many as eight. When a charau-ka tribe traverses the jungle, members move in hooting and whooping groups ranging from 12 to 25 adults, attempting to panic outnumbered enemies before overwhelming them.

As many as three lieutenant warriors lead the attack, supported by a demon-worshiping cleric and directed by a powerful and experienced chief who commands up to three dire apes. Charau-ka pelt opponents into submission with rocks expertly thrown from trees above their targets, and with a gesture by their leader, they disappear into the foliage in an instant. Fiercely territorial, they respond to any sizable incursion on their hunting grounds and engage any group deemed weak enough to defeat.

Charau-ka attack as a pack, aiming to separate the weakest target from a group of enemies. They focus their assault to subdue opponents one at a time in order of perceived frailty. Should their foes respond with powerful magic or potent physical attacks, they disappear into the jungle and wait for another chance for an ambush. Tribal leaders allow infighting only when within range of a blood totem; as a prelude to internal conflicts, lieutenants often attempt to capture powerful opponents and force them to battle for sport in front of the charau-ka before challenging the chief for leadership of the tribe.

Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles
Create

Small humanoid (chaotic, evil), CR 1 (200 XP)


Armor Class: 13 (natural armor)
Hit Points: 35 (6d6 + 12)
Speed: 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
12 (+1)16 (+3)14 (+2)10 (+0)14 (+2)10 (+0)

Saving Throws: Dex +5, Wis +4
Skills: Stealth +6, Perception +4, Survival +4
Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: Charmed
Senses: Darkvision 60 ft., passive Perception 14
Languages: Common
Challenge: 1 (200 XP)


Traits

Frenzied Leap. Once per turn, when the Charau-ka Scout moves at least 10 feet toward a target and hits with a melee attack, it can immediately jump an additional 10 feet without provoking opportunity attacks.

Thrown Weapon Expert. The Scout can throw daggers or spears up to 30 feet without penalty.

Keen Tracker. The Scout has advantage on Wisdom (Perception) and Wisdom (Survival) checks related to tracking creatures or spotting hidden foes.


Actions

Multiattack. The Scout makes one bite attack and one weapon attack (melee or ranged).

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Thrown Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Spear (Melee or Thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Reactions

Savage Counter. When a creature within 5 ft. hits the Scout with a melee attack, it can make one melee attack against that creature.


Combat

Charau-ka Scouts excel at ambush and reconnaissance. They strike from cover, hurling weapons at enemies before closing in with Frenzied Leap. Scouts use their keen senses to track foes, stay hidden, and harass adventurers, often supporting standard warriors in coordinated attacks.

Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles
Create

Small humanoid (chaotic, evil), CR 2 (450 XP)


Armor Class 13 (natural armor)
Hit Points 45 (7d6 + 21)
Speed 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)11 (+0)15 (+2)12 (+1)

Saving Throws Con +5, Wis +4
Skills Arcana +2, Perception +4, Religion +2, Stealth +4
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Charmed
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Abyssal
Challenge 2 (450 XP)


Traits

Frenzied Chant (1/Day).
As a bonus action, the shaman unleashes a piercing, rhythmic shriek. Each Charau-ka ally within 30 feet gains advantage on its next attack roll before the start of the shaman’s next turn.
Each hostile creature within 30 feet that can hear the chant must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.

Spellcasting.
The Charau-ka Shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no material components.
It has the following spells prepared:

  • Cantrips (at will): thaumaturgy, produce flame, guidance
  • 1st level (4 slots): burning hands, cure wounds, entangle
  • 2nd level (3 slots): flaming sphere, hold person

Jungle Resilience.
The shaman has advantage on saving throws against being poisoned and resistance to poison damage.


Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8 – 1) bludgeoning damage, or 4 (1d8 + 0) if wielded two-handed.

Fiery Blast (Recharge 5–6).
The shaman hurls a burst of flame at a creature it can see within 30 feet. The target must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one.


Reactions

Spirit Ward.
When a Charau-ka ally within 15 feet is hit by an attack, the shaman can use its reaction to impose disadvantage on that attack. Once used, the shaman can’t use this feature again until the start of its next turn.


Combat

Charau-ka Shamans serve as spiritual leaders and battlefield conduits for primal jungle spirits and demonic powers. They open combat by casting entangle or flaming sphere to shape the battlefield, then rally their kin with Frenzied Chant. When threatened, they retreat to high ground or jungle cover, using Spirit Ward to protect key allies while bombarding foes with fire and curses. Their presence turns disorganized skirmishes into frenzied, coordinated assaults.

Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles
Create

Small humanoid (chaotic, evil), CR 4 (1,100 XP)


Armor Class 15 (natural armor, tribal shield)
Hit Points 93 (11d6 + 55)
Speed 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
14 (+2)16 (+3)20 (+5)11 (+0)14 (+2)13 (+1)

Saving Throws Str +4, Con +7, Wis +4
Skills Athletics +4, Intimidation +3, Perception +4, Survival +4
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Frightened
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Abyssal
Challenge 4 (1,100 XP)


Traits

Pack Commander.
Allied Charau-ka within 30 feet of the warlord have advantage on attack rolls against creatures that are within 5 feet of another Charau-ka ally.

Frenzied Roar (Recharge 5–6).
As a bonus action, the warlord lets out a thunderous shriek that drives its allies into a frenzy. Each Charau-ka within 30 feet that can hear it gains 5 temporary hit points and can use its reaction to make one weapon attack. Hostile creatures that can hear the roar must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn.

Relentless Fury.
When the warlord is reduced to 0 hit points, it can make one final melee attack before falling unconscious.


Actions

Multiattack.
The Charau-ka Warlord makes three attacks: one with its bite and two with its jagged blade.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Jagged Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Throwing Axe. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Reactions

Rallying Cry.
When a Charau-ka ally within 30 feet is reduced to 0 hit points but not killed outright, the warlord can roar in defiance. That ally immediately regains 5 hit points and can stand up from prone without expending movement.


Legendary Actions (Optional for Boss Play)

The Charau-ka Warlord can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Command Ally. The warlord chooses one Charau-ka it can see within 30 feet. That ally can immediately move up to half its speed or make one weapon attack.
  • Ferocious Leap (Costs 2 Actions). The warlord leaps up to 15 feet toward a creature and makes one jagged blade attack.

Combat

Charau-ka Warlords are brutal yet cunning jungle tyrants who command through fear, violence, and infernal charisma. They open battles with a Frenzied Roar to empower their followers, then dive into combat with savage leaps and relentless strikes. The warlord thrives amid chaos, exploiting its allies’ pack tactics to overwhelm stronger foes. When its forces falter, it becomes a one-creature storm of fury, unwilling to fall quietly.

Meet the Charau-ka: Ferocious Simian Warriors of the Deep Jungles
Create

Small humanoid (chaotic, evil), CR 5 (1,800 XP)


Armor Class 15 (natural armor, ritual scars)
Hit Points 120 (16d6 + 64)
Speed 35 ft., climb 30 ft.


STRDEXCONINTWISCHA
16 (+3)15 (+2)18 (+4)9 (–1)12 (+1)11 (+0)

Saving Throws Str +6, Con +7, Wis +4
Skills Athletics +6, Intimidation +3, Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal
Challenge 5 (1,800 XP)


Traits

Infernal Warpaint.
The berserker’s body is streaked with crimson ash, blood, and infernal sigils. While bloodied (below half hit points), the warpaint glows faintly, and the berserker gains advantage on melee attack rolls.

Permanent Demon-Touched Rage.
The berserker is in a constant state of demonic fury:

  • Advantage on Strength checks and saving throws.
  • +2 damage on all melee weapon attacks.
  • Resistance to bludgeoning, piercing, and slashing damage.

Fiendish Vitality.
Whenever the berserker reduces a creature to 0 HP, it regains 10 hit points.

Aura of Madness.
At the start of each of its turns, each creature of the berserker’s choice within 10 feet must succeed on a DC 13 Wisdom saving throw or suffer disadvantage on attack rolls until the start of their next turn.


Actions

Multiattack.
The berserker makes two attacks with its Infernal Cleaver or Throwing Axe.

Infernal Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) fire damage.

Throwing Axe. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Frenzied Leap (Recharge 5–6).
The berserker leaps up to 20 feet to an unoccupied space near a foe and makes one Infernal Cleaver attack. On a hit, the target must succeed on a DC 14 Strength saving throw or be knocked prone.


Reactions

Vicious Retaliation.
When a creature within 5 feet hits the berserker with a melee attack, it can make one Infernal Cleaver attack against that creature.


Combat

The Charau-ka Frenzied Berserker is a whirlwind of blood and fire, streaked in glowing warpaint and driven by relentless demonic fury. It charges into the thick of battle, using Frenzied Leap to close distance while Aura of Madness disrupts foes. Its permanent rage ensures it is always aggressive and deadly, regaining vitality from fallen enemies and overwhelming parties with sheer feral ferocity.

Scroll to Top