Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp)
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3
Feats: Agile, Weapon FinesseB
Environment: Any Good Aligned Plane
Organization: Troop (10-40)
Challenge Rating: 1/6
Alignment: Always Chaotic Good
Advancement: 2-3 HD (Small)
Level Adjustment: -
These celestial creatures are commonly summoned by the summon monster I spell. A celestial monkey appears similar to a normal monkey except with a regal, noble bearing, a shimmering sleek black coat with a patch of golden fur on the chest.
The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.
Smite Evil (Su): Once per day a celestial monkey can make a normal melee attack to deal 1 point of extra damage against an evil foe.
Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Source: Monster Manual 1