Monkey King

Creature Codex (3pp) p. 337

Size
Medium
Type
celestial (simian)
Alignment
neutral
AC
21 (natural armor)
Hit Points
262 (25d8+150)
Speed
walk 60 ft., fly 60 ft.
Saving Throws
Dex +14, Con +13, Wis +12
Skills
Deception +10, Insight +12, Perception +12, Stealth +14
Immunities
necrotic, poison, radiant
Condition Immunities
charmed, frightened, poisoned, stunned
Senses
truesight 120 ft.
Passive Perception
22
Languages
Common, Celestial
Challenge
21
Environment
farmland, forest
STR
19
+4
DEX
24
+7
CON
22
+6
INT
16
+3
WIS
21
+5
CHA
17
+3

Traits

Legendary Resistance (3/Day)

If the Monkey King fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

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.

Legendary Actions

Legendary Actions (4/Turn)

The celestial (simian) can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial (simian) regains spent legendary actions at the start of its turn.

recharge

4/TURN

Options

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.

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.

Other data

description