“They don’t look friendly,” Mortigan observed, watching the chattering figures in the thick canopy above them.
“What gave you that idea?” Locklar asked. “Is it the fangs, the black eyes, the stings on the tail, or the extra set of clawed arms?”
No. Enc.: 0 (4d6)
Movement: 120′ (40′)
Armor Class: 6 
Hit Dice: 1
Attacks: 5 (4 claws, bite)
Damage: 1d3 (x4), 1d6
Hoard Class: VII
Devil monkeys are four-armed, black-furred, ill-tempered primates who favor heavy jungle environments. They are naturally aggressive, maliciously cunning, and fiercely territorial. On any natural to-hit roll of ’20’ their tail, equipped with razor sharp spines, also hits for an additional 1d6 damage (maximum once per round). Devil monkeys can also throw rocks, sticks, fruit, and other small objects up to 40′ for 1d4 damage (a combined multiple objects for one to-hit and damage) and will often harass powerful enemies from the relative safety of the trees.
Groups of 12 or more will be led by a 2HD chief with AC 4. If this chief is killed, the remaining devil monkeys must make an immediate morale check at -4 or flee. The tribe keeps this penalty until a new leader can take charge in 1d4 days.
A denizen of the Forbidden Jungle who can attack savagely but is not so tough. Even mid-level parties chopping their way through these will take some licks.
My monster write-ups will use a LL-style stat block and then include a “simplified” block in gray at the end. This simplified block will use White Box type numbers (usually one combined attack per round unless an unusual monster like this week) and is what we are using in our game. For examples of what we’ve done to simplify monsters, see this post. OD&D or S&W White Box players should be able to adapt easily by changing damage to 1d6.