b'Monkeyfolk Leader \n'b'  Small   humanoid  (monkeyfolk),  lawful neutral  \n'b'  Armor Class  12 \n'b' Hit Points  28 (8d6) \n'b' Speed  25 ft., climb 25 ft.\n'b' STATS STR: 8 (-1) DEX:  14 (+2)  CON:  11 (+0)  INT:  18 (+4)  WIS:  18 (+4)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +4,  Arcana  +6,  History  +6,  Insight  +6,  Perception  +6 \n'b' Senses  passive  Perception  16 \n'b' Languages  Monkeyfolk \n'b' Challenge  1 (200 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'  Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special  command  or warning whenever a nonhostile creature that it can see within 30 feet of it makes an  attack  roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is  incapacitated . \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.'