Entries are posted in the order they were submitted.

1) Mandrillus1
Cross between a Horse and a Baboon, with a flowing grey mane, hands replacing hooves, yellow fur down legs and neck. Bears a colorful Callous bulging slightly ending with five tendril tails, whipping about the air rapidly.

Mandrillus (CR 6; XP 2,400)
CN,Large Magical Beast (Ruined)
Init +4; Senses darkvision, low-light vision, scent,; Perception +9
- Defense -
AC 21, touch 9, flat-footed 21
(+12 natural, -1 size)
hp 63 (6d10+24)
Fort +9, Ref +5, Will +4
Defensive Abilities Encouraging Screams; DR 5/-; Immune disease, poison, polymorph
Weaknesses Brain-Callous
- Offense -
Speed 40ft., climb 40ft
Melee Bite +12 (2d6+10), or Tendrils +12 (1d4+3 plus Trip)
Space 10ft.; Reach 5 ft. 15ft with tendrils
Special Attacks Lashing Tendrils (DC 15)
- Statistics -
Str 24, Dex 10, Con 18, Int 2, Wis 14, Cha 10
Base Atk +6; CMB +14 (+16 Trip); CMD 24 (28 vs. trip)
Feats Improved Initiative, Toughness, Ability Focus (Lashing Tendrils), Improved Tripb
Skills Jump +15, Perception +9, Stealth +4(+12 in tall grass or hills); Racial Modifiers +8 Jump, +8 stealth in tall grass or hills
Languages Primatus
- Ecology -
Environment hills, plains
Organization solitary, pair (usually with a primatus)
Treasure Brain-Callous (see Below)
- Special Abilities -
Bonded Agony (Su) Mandrillus and Primatus share an everlasting bond, even if that of agony. Anytime a Primatus within 100 ft should take damage from any source, the Mandrillus may opt to take it instead. This decision can be made even if incapable of taking actions (but not if unconscious or dead). As well anytime the Primatus is subject to a Spell effect or Saving Throw involving Will, the Mandrillus becomes the new target instead (this excludes the Primatus from the area effect, this may also cause this creature to save against the same effect multiple times in a turn).
Encouraging Screams (Ex) Constant screaming of the Primatus is an invigorating song to the Mandrillus, pressing it into action with astonishing speed. For as long he is in the aura of the Screaming ability, and one round thereafter, he is put under the effects of Haste. Otherwise is unaffected by the effects of the Screaming ability
Brain-Callous (Ex) The varied colorful callous-like tissue located at the rump of this creature also contains part of its brain,serving as a weakpoint if struck. When the Mandrillus is Flatfooted, Flanked, or otherwise denied its dexterity bonus to AC, Loses DR, as well any hit from a weapon is considered a critical threat. Additionally due to rareness of its material and use as spell components, if collected, it is worth 500 gp, as well can be used in creation of any potion or item which increases AC, SR, Natural Armor, light/color based spells (such as color spray glitterdust, Prismatic wall), well involving poison,diseases, or polymorph effect.
Lashing Tendrils (Ex) Five Tendrils extend beyond their original length slashing everything in a storm of tail & fur. Targeting everything in a 30ft cone, creatures in the area must make a Reflex save (DC 15 dex-based) or take 1d4+3 points of damage and must resist a trip attempt, and cannot trip the Mandrillus in turn should they succeed. Success take no damage or trip effect.

Co-created to guide Primatus's path of destruction, well as serving as its bodyguard. The Primatus and the Mandrillus are psychically linked, psychologically born with the intent of protecting any/all primatus under its care. Though the calmer of the two, it becomes extremely aggressive towards any creatures that get close to the Primatus (often as that case may be).

This quadruped is a horrible amalgam of equine and primate, with a brightly colored face, prehensile feet, and multiple twitching tails.

Mandrillus (CR 3; XP 800)
CN Medium magical beast (ruined)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +5
Defensive Abilities madness; Immune disease, poison, polymorph, screaming
Speed 40 ft., climb 20 ft.
Melee bite +6 (1d8+1), 2 slams +6 (1d4+1 plus grab)
Special Attacks rushing pounce, terrifying howl (W-DC 14)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 14
Base Atk +4; CMB +5 (+9 grapple); CMD 17 (21 vs. trip)
Feats Nimble Moves, Weapon Finesse
Skills Acrobatics +5, Climb +13, Perception +6
Environment temperate or warm forests or plains
Organization solitary, pair, or troop (3-12)
Treasure none
Rushing Pounce (Ex) When a mandrillus makes a charge it can take a full attack action, including its grab attack if it hits with one or both of its slam attacks. If the grapple is successful, the target is also knocked prone.
Screaming Immunity (Ex) A mandrillus is immune to the screaming special ability of the primatus.
Terrifying Shriek (Su) A mandrillus can loose a hooting shriek as a standard action. All creatures within 30 feet must make a Will save or be shaken for 1d4 rounds. Shaken creatures affected by the terrifying shriek become frightened. A creature that successfully saves is not subject to the same mandrillus' howl for 24 hours. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.

These creatures appear to be the result of an unnatural union between a pony and a mandrill. The average mandrillus stands 4 feet tall at the shoulder and weighs about 600 pounds. Its mane and hair are a dark gray, turning golden around the face, chest, and fetlocks. The face and buttocks are hairless and colored red and blue. These colors brighten when the creature becomes agitated or excited. A mandrillus sports five long, hairy tails, which constantly twitch and writhe, even when the creature sleeps.

The mandrillus may have similar origins to the primatus, but are less tormented by their unnatural state. They can tolerate the company of their own kind and often gather in troops of up to a dozen or more. Despite their equine bodies, mandrillus are nimble climbers, though they prefer to stay on the ground unless pursuing prey or escaping enemies.

Mandrillus are omnivorous and can eat most anything, often hunting other creatures they find as they roam. There are two creatures which the mandrillus will not eat. The first is the primatus. Mandrillus find them fascinating, and if one is encountered a mandrillus will follow it until driven away or killed. Wolves are the other. They tolerate the animals' presence, and seem to find the howling of such animals soothing, as they will

3) Mandrillus (CR 3; XP 800)3
CE Large magical beast (ruined)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
AC 17 ((18 with Dodge), touch 15, flat-footed 13
(+3 Dex, +4 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +3
Special Defenses Immune to disease, poison, and polymorph, Madness (see below)
Speed 30 ft.
Melee bite +7 (1d4+2 plus grab), 2 tail lashes +7 (1d4+2)
Special Attacks Skullcrushing Scream, Too Many Monkeys
Str 14, Dex 16, Con 14, Int 3, Wis 15, Cha 6
Base Atk +4; CMB +4 (+8 grapple); CMD 17
Feats Combat Reflexes, Dodge
Skills Acrobatics +7 (+11 climbing), Perception +6, Stealth +12; Racial Modifiers +4 to Acrobatics when climbing.
Languages Constant unintelligible gibbering
Environment Forests, jungles, secret mountain lairs
Organization solitary, pair
Treasure none
Skullcrusher Scream (Su) A Mandrillus screams during combat, emitting a blast of sound so piercing that all opponents within 30’ of it are sickened automatically by the constant barrage of painful noise. This ability cannot affect deaf targets or those immune to sonic damage.
Too Many Monkeys (Su) The horrible forces that create a Mandrillus in the depths of Skullcrusher Mountain can only barely be contained. A Mandrillus has 1d8+1 ‘monkey lives’ when first encountered. When slain, it returns to life 1d4 rounds later unless its body has been disintegrated. This reduces its Monkey Lives by 1. A returned Mandrillus is unharmed and is treated as an entirely new encounter.
Madness Ruined creatures have immunity to all mind-affecting effects but if they are targeted by such an effect must make a Will save or suffer the effects of lesser confusion (DC 11 + ruined creature’s Cha modifier).

The Mandrillus is a hideous beast made from all the best and worst parts of several monkeys, namely mandrills, and a completely ruined pony. Subjected to terrible processes beyond comprehension, the Mandrillus emerges from its creation lab permanently insane and viciously enraged. While most are wild beasts released to roam the wastes around Skullcrusher Mountain, a rare few are created specifically to be given to someone as a grotesque companion.

Like their demented creator – the arch-sorcerer Jhonath En-Cultaan – the Mandrillus have a bizarre fascination with music and can be sometimes be found near their lairs, singing total gibberish in their strangely-melodious voices. These songs may serve some kind of mating purpose, but it could just as likely have no reasoning behind it at all.

Left on its own, the Mandrillus is a predator of opportunity, lurking in the shadows and attacking only when it has surprise or when its prey is already weakened. Capable of wearing many opponents down through its terrifying screams and deadly bite, these creatures are also willing to use their bizarre form of limited immortality as a way of defeating far more powerful enemies.
They do this by grabbing foes with their jaws and then forcing them off high cliffs. Both it and its victim die, but the Mandrillus comes back and has a fine, already tenderized feast waiting for it. There is absolutely nothing sane about this form of attack, but within the ruined ecosystem of Skullcrusher Mountain, sanity is highly overrated.

4) The head of a mandrill tops this horrific admixture of primate and equine features giving this beast a feral, degenerate quality.

Mandrillus (CR 4; XP 1,200)4
CN Medium aberration (ruined)
Init +2; Senses darkvision 60 ft.; Perception +7
AC 18, touch 13, flat-footed 15
(+2 Dex, +1 dodge, +5 natural)
hp 37 (5d8+15)
Fort +4, Ref +3, Will +6
Defensive Abilities chimeric, madness (W-DC 12); Immune disease, poison, polymorph
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d6+4), 1d6 tail slaps +2 (1d4+2) against single target
Ranged thrown object +5 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks lashing tails, repulsive display
Str 18, Dex 15, Con 17, Int 8, Wis 14, Cha 13
Base Atk +3; CMB +7; CMD 19
Feats Dodge, Pack Attack, Throw Anything
Skills Acrobatics +12, Climb +16, Escape Artist +7, Intimidate +5, Perception +7; Racial Modifiers +2 Acrobatics, +4 Climb
Languages Common (can’t speak)
Environment tropical hills, forests or jungles
Organization solitary, pair, or horde (3-12)
Treasure incidental
Special Abilities
Chimeric (Su) The mutated cells of the mandrillus’ body are highly adaptable, changing to protect it from harsh conditions. Once a mandrillus has taken energy damage, it gains energy resistance 5 against that energy type for 24 hours. A mandrillus may gain multiple resistances in this manner.
Lashing Tails (Ex) As a standard action or part of a full attack a mandrillus can attack a single target with its thin, whip-like tails. This grants the mandrillus 1d6 tail slap attacks against that target.
Madness (Su) Mandrillus are immune to all mind-affecting effects but if they are targeted by such an effect must make a Will save or suffer the effects of lesser confusion (DC 12).
Repulsive Display (Ex) As a standard action a mandrillus may present his inflamed hind-quarters and thrashing tails in an instinctual mating ritual. Any non-mandrillus creature within 30 feet is both repulsed and yet strangely fascinated by this display and is stunned for 1 round and then sickened for 1d4 rounds unless they can look away. A DC 13 Will save negates the effect. A mandrillus can perform this display once per day. The save DC is Charisma-based.

Mandrillus are an amalgam of a male mandrill and a jackass. Even though all mandrillus appear to be male, they live in large groups called hordes, similar to normal mandrills. They are both highly aggressive and territorial leading them to attack almost any creature they find violating their territory. A single horde will claim an extremely large area as its territory and then live in a nomadic fashion roaming between various sites within the area. They will rarely spend the night in the same area twice in a row.

Rumors persist of mandrillus hordes stealing or capturing female horses, donkeys and other equine creatures for breeding purposes. Indeed it would provide an explanation of how an apparently all male population is able to reproduce. Given the chimeric nature of the mandrillus, unions with centaurs, hippogriffs, pegasus or other exotic equine creatures could easily produce mutant or hybrid offspring.

5) This gray-coated creature's equine body has a brightly colored simian head, monkey's paws instead of hooves, and five tails.

Mandrillus (CR 4; XP 1,200)5
CE Medium magical beast (ruined)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
AC 17, touch 12, flat-footed 15
(+1 Dex, +1 dodge, +5 natural)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +3
Defensive Abilities discordant attraction, instinctive disarm, madness (W–DC 13); Immune disease, poison, polymorph, sonic
Speed 30 ft., climb 15 ft.
Melee bite +7 (1d6+2)
Special Attacks scream
Str 15, Dex 13, Con 17, Int 4, Wis 14, Cha 14
Base Atk +5; CMB +7; CMD 19
Feats Catch Off-Guard, Dodge, Lightning Reflexes
Skills Acrobatics +5 (+15 jumping), Climb +15, Perception +7; Racial Modifiers +10 Acrobatics when jumping
SQ stand
Environment hills, plains
Organization solitary, pair, or horde (3-18)
Treasure incidental
Special Abilities
Discordant Attraction (Ex) A mandrillus enjoys loud noises, the more discordant the better. It suffers no harmful effects from sonic effects, including a primatus’ screaming aura.
Instinctive Disarm (Ex) A mandrillus on its rear feet can attempt to grab and use a weapon used against it. Once per round when it is attacked with a manufactured weapon, a standing mandrillus may attempt a disarm check without provoking an attack of opportunity. If the disarm attempt succeeds, the mandrillus may use the stolen weapon as an improvised weapon to make an immediate attack, after which it drops the item.
Scream (Ex) Once per round as a standard action, a mandrillus can let out a startlingly loud scream. Any creature in a 20-ft. burst must succeed at a DC 14 Will save or be flat-footed and suffer a –2 penalty to all saves vs. sonic effects for one round. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Stand (Ex) A mandrillus can lurch to its rear feet as a move action that provokes an attack of opportunity, though it must succeed at a DC 15 Acrobatics check each round or fall back to all fours at the end of its turn. While standing, a mandrillus’ speed is reduced to 15 ft. but it gains two slam attacks. These are primary attacks that do 1d6+2 hp damage.

These unnatural amalgams of horse and monkey are malevolent creatures that enjoy sowing pain and destruction for their own sake.

Mandrilluses appreciate loud noises of all types, communicating with others of their kind in earsplitting screeches, and are particularly drawn to cries of agony. They stalk creatures in pain as best they can, staying out of reach, and tormenting them with frequent screams. They enjoy letting prey suffer and often leave wounded creatures to linger before moving in for the kill when the creatures fall silent.

Mandrilluses often become obsessed with objects that make noise, and collect bells or items they can bang together. Their presence is often heralded by their din.

Fecund beasts, mandrilluses breed quickly, forming hordes that can quickly denude an area of plants and animals.

On Porphyra
Mandrilluses are believed to be offshoot of primatus, though scholars disagree on whether they’re an earlier, failed version or a later, more successful evolution. They have a strong affection for their distant cousins, thanks to the latter’s cacaphonous screaming, and are frequently be found in close proximity.

6) Mandrillus6
“No other member in the whole class of ruined creatures is coloured in so extraordinary a manner as the adult mandrillus, nor are any half so ravenous. Though it bears the visage of the exotic but relatively harmless mandrill, as well as the hands, feet, and gluteal regions of said primate, the creature is clearly an abomination, having, as it were, said head, hands, and buttocks grafted cruelly to the emaciated frame of a diseased equine.”
—Professor Carus Darvin, “On the Origins of Ruined Species”

Mandrillus (CR 5; XP 1,600)
NE Medium magical beast (ruined)
Init +6; Senses darkvision, low-light vision, scent; Perception +11
AC 18, touch 12, flat-footed 16
(+2 Dex, +6 natural)
hp 52 (7d10+14)
Fort +7, Ref +7, Will +5
Defensive Abilities madness (W-DC 12); Immune disease, poison, polymorph
Speed 40 ft., climb 20 ft.
Melee bite +10 (1d6+3 plus grab), 2 claws +10 (1d4+3)
Special Attacks hunger, lashing tails, rake (2 claws +10, 1d4+3)
Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 13
Base Atk +7; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Run
Skills Climb +11, Perception +11
SQ strong stomach
Environment jungles, plains
Organization solitary, pair, or horde (3-8)
Treasure none
Special Abilities
Hunger (Su) When a mandrillus damages a grappled foe with its rake attack, it can end the grapple as a move action to inflict 1d4 points of Constitution damage on the target as it tears and consumes the creature’s flesh. A DC 15 Fortitude save negates the Constitution damage. For each point of Constitution damage inflicted, the mandrillus heals 5 points of damage. Hit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour. The saving throw is Constitution based.
Lashing Tails (Ex) A mandrillus has between two and eight (2d4) prehensile tails. It can use these tails to make a disarm, steal, or trip combat maneuver as a swift action against a creature that it is grappling. Alternatively, a mandrillus can use a tail to pick up an unattended object within five feet and weighing no more than 5 pounds as a swift action. It can hold one object per tail, though it cannot otherwise use them. The mandrillus lacks the intelligence to wield weapons, but can recognize the threat they pose.
Strong Stomach (Ex) The mandrillus is driven by an insatiable hunger and can digest almost any living matter, no matter how vile, rendering it immune to the sickened and nauseated conditions.

Mandrillus are wretched creatures created to spread famine and death. One can ruin a garden or slaughter a barn-full of livestock in minutes, and a horde of these creatures can ravage an entire plantation or herd in a single night. They consume endlessly, ravenously seeking out new food sources. The cunning evil that crafted the first mandrillus planted an instinctual drive to seek out civilized lands and decimate them. While mandrillus will not flee unless outnumbered and overpowered, they do not typically seek out humanoid prey. Instead, they take what sadistic pleasure their animal minds are capable of in depriving civilized folk of the necessities of life.

On Porphyra
The origins of mandrillus on the Patchwork Planet lie shrouded in history. They have reportedly been used by numerous factions to undermine rivals by destroying their supplies and infrastructure, but no single organization or individual can be irrefutably accused of being the first to create these monstrosities.

7) Mandrillus7
A horse-like creature with the howling face of a giant baboon gallops through the forest canopy on clawed hooves. Five powerful tails clear away smaller branches and limbs swatting at its flanks.

Mandrillus (CR 5; XP 1,600)
CN Large magical beast (ruined)
Init +2; Senses darkvision, low-light vision, scent; Perception +9
AC 18, touch 11, flat-footed 16
(+2 Dex, +7 natural, -1 size)
hp 52 (7d10+14)
Fort +7, Ref +7, Will +2
Defensive Abilities madness (W-DC 13); Immune disease, poison, polymorph
Speed 40 ft., Climb 40 ft.
Melee Bite +11 (1d8+7), tail slap +6 (1d8+2 plus trip)
Space 10 ft., Reach 5 ft.
Special Attacks galloping drag, whinny of compulsion (W-DC 15)
Str 20, Dex 15, Con 14, Int 10, Wis 11, Cha 14
Base Atk +7; CMB +13 (+15 drag); CMD 25 (27 vs. drag, 29 vs. trip)
Feats Endurance, Improved Drag, Power Attack, Run
Skills Craft (trapmaking) +10, Perception +9 Racial Modifiers +4 Craft (trapmaking)
SQ trap-maker, tree-runner
Environment forests
Organization solitary, pair, string (2 adults plus 3-4 young)
Treasure incidental
Special Abilities
Galloping Drag (Ex) When moving through the jungle canopy or undergrowth, the Mandrillus may attempt the drag maneuver at any point during its move, as if using flyby attack.
Trap-maker (Ex) Mandrilli possess rudimentary trap building skills, gaining a +4 racial bonus for the Craft (trapmaking) skill.
Tree-runner (Ex) A Mandrillus ignores difficult terrain in forests and jungles, leaping from branch to branch with an agility belied by its size.
Whinny of Compulsion (Su) Once per day as a standard action the howl of the Mandrillus infuses all within 30' who fail a DC 15 Will save with the desire to join the herd, proving themselves by running through the trees. Sadly the madness does not grant the commensurate ability; affected creatures move at maximum speed in a random direction, and must make a DC 15 Acrobatics check or lose their footing in the branches and fall. On the forest floor, a failed Acrobatics check causes the victim to fall prone and become entangled in the brush (DC 15 Strength or Escape Artist check to work free). The compulsion lasts for three rounds; an affected creature is granted a new save at the start of its turn. The save DC is Charisma based.

Bred to provide a mounted solution for jungle and forest conquistadors, the Mandrillus proved too difficult to train with any reliability (+10 to the DC of all Handle Animal checks). Most trainers blame the madness created by the fusion of baboon and horse mind: a primitive toolmaker trapped within the body of a creature yearning to run free. The maddening whinny of the beast releases this frustration to the world, and is often powerful enough to stir similar passions within all who hear it.

Mandrilli strings spend most of their time in the upper canopies of the jungles and forests, descending to the floor to hunt for food. They prefer to separate their quarry by dragging them into the branches above, and often prepare simple traps of sharpened limbs or immobilizing vines to weaken their prey.

On Porphyra
Some naturalists and arcane scholars posit that the first Mandrillus were bred by mahrog shaman for use against the xesa, but other theories point to hunters of the wild elves in both the jungles of Californ and the Pyynian coast. Whatever the origin, the un-tamable nature of the beast and its escape (or release?) into the wild is a deadly reminder of the hazards of mixing disparate breeds by means of esoteric magic.