# 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.