VanarasSource Advanced Race Guide pg. 1 (Amazon), Bestiary 3 pg. 280 (Amazon)
Monster Entry Link
Vanaras are intelligent, monkeylike humanoids that live in deep, warm forests and lush jungles. A vanara's body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite their fur, vanaras can grow lengthy hair on their head just as humans can, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara's head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter and weighs slightly less than a typical human.
Vanara Racial Traits+2 Dexterity, +2 Wisdom, –2 Charisma. Vanaras are agile and insightful, but are also rather mischievous.
Vanara: Vanaras are humanoids with the vanara subtype.
Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Vanaras have a base speed of 30 feet and a climb speed of 20 feet.
Low-Light Vision: A vanara can see twice as far as a human in dim light.
Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.
Vanara Alternate Racial Traits
Replaces Prehensile Tail Risky Troublemaker
Source Inner Sea Races pg. 217
Vanara families who seek to emulate the Monkey King teach their members that unexpected opportunities are worth taking great risks. These vanaras can choose to roll twice on Use Magic Device checks. If they do, they take the higher result unless either die roll is a natural 1, in which case the check automatically fails. This racial trait replaces prehensile tail.
Source Advanced Race Guide pg. 1 (Amazon)
The rare whitecape vanara clans have more in common with savanna-dwelling baboons than the jungle-dwelling monkeys that most vanaras resemble. Their stooping build grants them a +4 racial bonus to CMD when resisting a bull rush or trip. These vanaras usually have a thick mane of hair on the head and shoulders (called a "cape") and shorter tails. This racial trait replaces prehensile tail.
Replaces Normal SpeedTree Stranger
Source Advanced Race Guide pg. 1 (Amazon)
Some vanaras have spent their lives among humans in centers of learning instead of traditional treetop homes. These vanaras treat all Knowledge skills as class skills, but lose their climb speed racial trait.
Vanara Favored Class OptionsInstead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Vanaras have the option of choosing from a number of other bonuses, depending upon their favored class.
The following options are available to all Vanaras who have the listed favored class.
Alchemist (Advanced Race Guide pg. 1 (Amazon)): Add +1/2 to the alchemist’s bomb damage.
Arcanist (Blood of the Beast pg. 28): Add 1/4 to the arcanist’s effective class level when determining the effects of any two arcanist exploits that the arcanist has.
Bard (Blood of the Beast pg. 28): Add 1/2 to the bard’s bardic Knowledge bonus.
Brawler (Blood of the Beast pg. 28): Gain 1/5 of a new Fleet feat.
Cavalier (Blood of the Beast pg. 28): Add 1/2 to the cavalier’s level when determining the duration of the tactician ability.
Druid (Advanced Race Guide pg. 1 (Amazon)): Add a +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal skill checks.
Fighter (Advanced Race Guide pg. 1 (Amazon)): Add +1 to the fighter’s CMD when resisting a reposition or trip attempt.
Hunter (Blood of the Beast pg. 28): Add 1 minute to the number of minutes per day that the hunter can use animal focus.
Kineticist (Blood of the Beast pg. 28): Add 1/3 to the total number of points of burn that the kineticist can accept before she can’t choose to accept additional points of burn.
Monk (Advanced Race Guide pg. 1 (Amazon)): Add a +1 bonus on Acrobatics checks made to jump.
Occultist (Blood of the Beast pg. 28): Gain 1/6 of a new focus power.
Psychic (Blood of the Beast pg. 28): When casting psychic divination spells, the psychic adds 1/2 to the effective caster level of the spell, but only to determine the spell’s range and its d% chance to provide correct or meaningful information (such as with augury or divination).
Ranger (Advanced Race Guide pg. 1 (Amazon)): Add +1/4 dodge bonus to Armor Class against the ranger’s favored enemies.
Rogue (Advanced Race Guide pg. 1 (Amazon)): The rogue gains 1/6 of a new rogue talent.
Shaman (Blood of the Beast pg. 28): Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest level the shaman can cast.
Summoner (Blood of the Beast pg. 28): Add 1/4 to the eidolon’s evolution pool.
Witch (Blood of the Beast pg. 28): Add 1/4 to the witch’s caster level when determining the effects of spells granted to her by her patron (to a maximum of +2).
Wizard (Blood of the Beast pg. 28): 1/6 of a bonus feat. This feat must be an item creation feat, a metamagic feat, or Spell Mastery.