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Nependis, the Boar-Ape of the Canopy Dread

Nependis 1
Create

The Nependis is a grotesque fusion of ape and boar—standing nearly 9 feet tall with a powerful, stooped frame covered in coarse, bristling black hair. Its elongated arms end in clawed hands capable of crushing stone, while cloven hooves pound the forest floor with thunderous force. Two massive, curved tusks jut from its snout-like face, framing glowing amber eyes filled with cunning and malice. Its back is often adorned with scraps of bark, moss, and bones—camouflage and trophies alike.


Behavior

Savage yet intelligent, the Nependis exhibits predatory patience uncommon among monstrous humanoids. It is not mindless—it observes, stalks, and adapts. Though capable of brutal frontal assaults, it prefers ambushes and psychological warfare. Nependises rarely speak but understand multiple languages and may use primal vocalizations to confuse or terrify foes. They are fiercely territorial and will stalk intruders for days before striking with calculated fury.


Habitat

Nependises dwell in deep, old-growth temperate forests, particularly in regions where fey once roamed. They favor high canopies and overgrown ruins, making lairs in hollowed trees or cave networks riddled with crude traps. Despite their size, they move through trees with shocking grace, often leaving no trail—only silence and dread in their wake.


Modus Operandi

Masters of arboreal ambush, Nependises strike from above—leaping from branches to grapple prey with crushing limbs. Once in its grasp, a Nependis will drag victims into the treetops or underground, dismembering them slowly and deliberately. It uses its signature roar—both a territorial challenge and a morale-shattering bellow—to scatter groups and isolate targets. When hunting, it often abducts the weakest first, instilling fear and weakening enemy cohesion.


Motivation

The Nependis kills to survive—but also to dominate. It views itself as the rightful apex predator of its forest and is driven by an instinctual hatred of “soft-thinking” creatures: elves, druids, fey, and spellcasters. Some sages speculate the Nependis is the result of ancient fey or ogre curses—a creature born not only of the wild, but of betrayal and primal vengeance. It remembers… even if it doesn’t speak.


  • Nependis 5e
  • Nependis, Pathfinder
Nependis 3
Create

Large Monstrosity (Monstrous Humanoid), Chaotic Neutral


Armor Class 16 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 40 ft., climb 30 ft.

STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)10 (+0)15 (+2)8 (−1)

Saving Throws Str +10, Wis +6
Skills Athletics +10, Perception +6, Stealth +6 (in forests)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 16
Languages understands Common, Sylvan, and Giant but cannot speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4


Traits

Forest Predator.
The Nependis has advantage on Stealth checks made in forested terrain and does not leave tracks unless it chooses to.

Branchbound Leap.
When within 10 feet of a tree or vertical surface, the Nependis may use a bonus action to leap up to 30 feet horizontally or vertically without provoking opportunity attacks. If it lands within 5 feet of a creature, it may immediately attempt to grapple the creature as part of the same bonus action (no action required).

Savage Roar (Recharge 5–6).
The Nependis unleashes a bone-rattling roar. Each creature of the Nependis’s choice within 30 feet that can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. Frightened targets can repeat the saving throw at the end of each of their turns. Allies of the Nependis within range gain advantage on their next attack roll or saving throw made within 1 minute.

Tree Stalker.
The Nependis can take the Hide action as a bonus action while in dim light or natural foliage. While hidden this way, it moves through trees without revealing its position unless it attacks or uses Savage Roar.


Actions

Multiattack.
The Nependis makes three attacks: one with its Gore and two with its Claws. If it has a creature grappled, it may replace one claw attack with Rend.

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 6) slashing damage.

Rend (Grappled Target Only).
The Nependis savagely tears at a grappled creature.
Hit: 22 (4d6 + 6) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion.

Abduct (Recharge 4–6).
The Nependis targets a creature it is grappling and leaps into the canopy or nearby terrain, dragging the victim with it. The target must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be carried up to 30 feet away and become restrained. On a success, the creature escapes the grapple, but the Nependis still moves.


Tactics

  • Ambush Hunter: Begins encounters hidden in tree canopy. Waits for the party to split up before leaping in with Branchbound Leap to isolate targets.
  • Fright and Disrupt: Uses Savage Roar early to cause panic and weaken coordination.
  • Strike and Snatch: Targets the most vulnerable character (typically casters or archers), grapples them, and uses Abduct to retreat.
  • Relentless Assault: If it secures a grapple, it transitions to Rend to cause exhaustion and disable key opponents.
  • Escape with Prey: If reduced below half HP, it may attempt to retreat with a captured target.

Lair Actions (Optional – if encountered in native forest or ruin)

On initiative count 20 (losing initiative ties), the Nependis may take one of the following lair actions:

  • Falling Branches: Loose limbs drop from above. Each creature under a tree must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and fall prone.
  • Cloaking Mists: Faint mists rise around the battlefield. Until initiative count 20 on the next round, creatures more than 15 feet away from each other are heavily obscured.
  • Overgrowth Snare: Roots and vines surge upward. A 10-foot radius within 60 feet becomes difficult terrain, and creatures in it must succeed on a DC 14 Strength saving throw or be restrained until the end of their next turn.

Nependis 2
Create

Resembling a bestial ogre with great tusks and thick, bristly hair, this brute seems quite nimble despite its cloven hooves.

Source Bestiary 4 pg. 202
Originally posted in Archives of Nethys

Fiercely territorial, the brutish nependises drive away any other large predators from their hunting grounds, even others of their kind. Only mated pairs caring for a litter tolerate each other, and even they separate once the offspring are old enough to fend for themselves. Nependises favors intelligent prey, fey in particular, both for the taste and the thrill of the hunt. They ambush opponents by jumping down from trees, grabbing the creatures, then retreating to find a safe place to eat. When challenged in its territory, a nependis drops from the trees, roars, then fights on foot. A nependis’s sharp hooves allow it to climb trees as well as a great cat, leaving telltale scars in the bark.

While nependises appear as hybrids of apes and boars, they aren’t related to either. Some ascribe the origins of these creatures to a clan of ogres cursed into monstrous forms, or guardians bred and raised by the fey who later turned upon their former masters.

A full-grown nependis stands 9 feet tall and weighs 600 pounds. A newborn nependis takes 4 years to reach maturity. Nependises rarely die from natural causes, and they live as long as 80 years.

Nependis CR 9
XP 6,400

CE Large monstrous humanoid

Init +6; Senses Darkvision 60 ft., Low-Light Vision, Scent; Perception +15
DEFENSE
AC 21, touch 11, flat-footed 19 (+2 Dexterity, +10 natural, –1 size)

hp 114 (12d10+48)

Fort +10, Ref +10, Will +11

Defensive Abilities ferocity
OFFENSE
Speed 40 ft., Climb 30 ft.

Melee 2 claws +21 (1d6+10 plus grab), gore +21 (2d6+10)

Space 10 ft., Reach 10 ft.

Special Attacks abduct, roar
STATISTICS
Strength 31, Dexterity 15, Constitution 18, Intelligence 7, Wisdom 12, Charisma 6

Base Atk +12; CMB +23 (+27 grapple); CMD 35

Feats Great Fortitude, Improved Initiative, Iron Will, Lunge, MobilityB, Power Attack, Skill Focus (Stealth)

Skills Acrobatics +3 (+11 when jumping), Climb +18, Perception +15, Stealth +17, Survival +6; Racial Modifiers +8 Acrobatics (when jumping)

Languages Giant
SPECIAL ABILITIES
Abduct (Ex) When a nependis successfully grabs a Medium or smaller opponent, on that turn it can spend a swift action to move up to its speed. This movement provokes attacks of opportunity as normal. A nependis that succeeds at a second grapple check against the opponent can move up to its full speed as a swift action instead of up to half its speed.

Roar (Su) A nependis can let out a savage roar. Nependises within 60 feet gain a +2 morale bonus on attack rolls, saving throws, and weapon damage rolls for 1d4 rounds. All other creatures other within range of the roar become shaken for 1d4 rounds (Will DC 14 negates); this is a mind-affecting sonic fear effect. The save DC is Charisma-based.
ECOLOGY
Environment temperate forests

Organization solitary, pair, or troop (3-6)

Treasure none

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