b'Simian, Monkey King \n'b'  Medium   celestial ,  neutral  \n'b'  Armor Class  21 (natural armor)  Hit Points  262 (25d8 + 150)  Speed  60 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX:  24 (+7)  CON:  22 (+6)  INT:  16 (+3)  WIS:  21 (+5)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +14,  Constitution  +13,  Wisdom  +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) \n'b' Special Traits \n'b'\n'b'  Legendary Resistance (3/day) . If the Monkey King fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . The Monkey King has advantage on saving throws against spells and other magical effects. \n'b'  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. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The Monkey King makes three golden staff attacks or two golden staff attacks and one tail  attack . \n'b'  Golden Staff .  Melee Weapon Attack : +14 to hit, reach 10 ft., one target.  Hit : 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage. \n'b'  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. \n'b'  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 . \n'b'\n'b' Reactions \n'b'\n'b'  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. \n'b'\n'b' Legendary Actions \n'b' 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\xe2\x80\x99s turn. The Monkey King regains spent  legendary actions  at the start of his turn. \n'b'\n'b'  Great Leap . The Monkey King moves up to his speed without provoking opportunity attacks. \n'b'  Quick Staff . The Monkey King makes a golden staff  attack . \n'b'  Golden Burst (Costs 3 Actions) . Each creature of the Monkey King\xe2\x80\x99s 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. \n'b'\n'b' About \n'b' As the hunter leveled his crossbow at the old silverback gorilla, a blur crossed his vision. An enormous monkey swung past him, striking him in the head with a ringed staff. The monkey\xe2\x80\x99s grin seemed both playful and terrifying. \n'b'  Origin of the Monkey King . The gods once saw the most gifted, powerful monkey ever born, and they invited him to perform for them. The monkey, being curious, found the Peaches of Immortality, and he ate as many of them as he could find. The magical fruit gave him extraordinary powers, transforming him into the Monkey King. \n'b'  Master of the Simians . When the forces of civilization encroached on the lands of the simians, the Monkey King led his army of apes and monkeys against the hostile incursion of hunters and explorers. To this day, when his kind is threatened, the Monkey King appears to fight off the intruders. \n'b'  Wise Teacher . The Monkey King is sought by students hoping to learn the ways of his kind. The mix of wisdom and action, of great physical ability and great peace, is passed from the Monkey King to those worthy of his teachings.'