Monkey King
Medium Celestial neutral
- Armor Class: 21 (natural armor)
- Hit Points: 262 (25d8+150)
- Speed: fly 60 ft. walk 60 ft.
- Challenge Rating: 21 (33,000 XP)
- Source: Creature Codex, page 337
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
24 (+7) |
22 (+6) |
16 (+3) |
21 (+5) |
17 (+3) |
- Saving Throws: Dex +14, Con +13, Wis +12
- Skills: acrobatics +14, deception +10, insight +12, perception +12, stealth +14
- Damage Immunities: necrotic, poison, radiant
- Condition Immunities: charmed, frightened, poisoned, stunned
- Senses: truesight 120 ft., passive Perception 22
- Languages: Celestial, Common, Simian
Special Abilities
- Legendary Resistance (3/Day): If the Monkey King fails a saving throw, he can choose to succeed instead.
- Magic Resistance: The Monkey King has advantage on saving throws against spells and other magical effects.
- Simian Affinity: The Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him.
Actions
- Multiattack: The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack.
- Golden Staff: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.
- Enlightened Ray: Ranged Spell Attack: +12 to hit, range 100 ft., one target. Hit: 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn.
- Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone.
Reactions
- Drunken Dodge: When the Monkey King is hit by a weapon attack, he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn.
The Monkey King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Monkey King regains spent legendary actions at the start of his turn.
Legendary Actions
- Great Leap: The Monkey King moves up to his speed without provoking opportunity attacks.
- Quick Staff: The Monkey King makes a golden staff attack.
- Golden Burst (Costs 3 Actions): Each creature of the Monkey King's choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.
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