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5ead/monsters/md/creature_codex/monkey-king.md
2025-06-07 07:58:30 -05:00

2.6 KiB

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.