21 (natural armor)
262 (25d8+150)
walk 60 ft., fly 60 ft.
Dex +14, Con +13, Wis +12
Deception +10, Insight +12, Perception +12, Stealth +14
necrotic, poison, radiant
charmed, frightened, poisoned, stunned
truesight 120 ft.
Common, Celestial
21
If the Monkey King fails a saving throw, he can choose to succeed instead.
The Monkey King has advantage on saving throws against spells and other magical effects.
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.
The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.
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.
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.
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.
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.
The Monkey King moves up to his speed without provoking opportunity attacks.
The Monkey King makes a golden staff attack.
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.