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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Monkey King/

Monkey King

Monkey King

Medium celestial, neutral
  • Armor Class 21 (natural armor)
  • Hit Points 262 (25d8+150)
  • Speed 60 ft., fly 60 ft.
  • STR
    19 (+4)
  • DEX
    24 (+7)
  • CON
    22 (+6)
  • INT
    16 (+3)
  • WIS
    21 (+5)
  • CHA
    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
  • Challenge 21 (33,000 XP)
  • 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.

Legendary Actions

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.

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