b'Monkeyfolk \n'b'  Small   humanoid  (monkeyfolk),  lawful neutral  \n'b'  Armor Class  12  Hit Points  10 (3d6)  Speed  25 ft., climb 25 ft.\n'b' STATS STR: 8 (-1) DEX:  14 (+2)  CON:  11 (+0)  INT:  16 (+3)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +4,  Arcana  +5,  History  +5,  Insight  +4,  Perception  +4  Senses  passive  Perception  14  Languages  Monkeyfolk  Challenge  1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b'  Musket .  Ranged Weapon Attack : +4 to hit, range 40/120 ft., one target.  Hit : 8 (1d12 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' What you at first took for a regular monkey is clearly much more advanced, as it wears clothes and wields weapons. \n'b' Monkeyfolk come from an advanced civilization of monkeys on Monkey Island. They consider most other cultures to be barbaric and frightening. Despite their resemblance to monkeys, monkeyfolk are highly scientific and those that learn the Common tongue often venture beyond the island to learn about other cultures. A monkeyfolk is an excellent, if somewhat unconventional (for Faerie), ally to have.'