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Sun Wukong the Monkey King

Sun Wukong, Monkey King

Medium medium celestial (shapechanger), chaotic good
Armor Class: 19
Hit Points: 283
Speed: 50 ft , fly: 40 ft , climb: 50 ft

STR

20 +5

DEX

25 +7

CON

21 +5

INT

16 +3

WIS

18 +4

CHA

16 +3

Saving Throws: Dex +13, Con +12, Wis +10, Cha +10
Skills: Heavenly Arms and Powers. Sun Wukong wields the Ruyi Jingu Bang, a legendary quarterstaff that can elongate to incredible lengths at his mental command. He wears enchanted boots that allow him to fly by clicking their heels together, which summons a wisp of cloud that he can stand upon and mentally command.
Beyond his magical weapons and martial skill, the Monkey King has an innate grasp of magic. He knows spells that can conjure wind, paralyze mortals and demons, teleport himself and others over short distances, keep supernatural creatures at bay, and alter his appearance.
Most impressive of all is his ability to create clones of himself from his own hairs, which act in concert with him and follow his mental commands. Though the clones themselves are frail and easily dispatched with a single blow, their assistance can easily turn the tide of battle in the Monkey King’s favour.
  Immortal Nature. Sun Wukong doesn't require air, food, drink, or sleep.
Damage Resistances: acid, cold, fire, lightning
Damage Immunities: poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities: poisoned
Senses: truesight 120 ft.; passive Perception 20
Languages: Abyssal, Celestial, Common; telepathy 120 ft.

Legendary Resistance (3/Day). -  If Sun Wukong fails a saving throw, he can choose to succeed instead. Avoidance. If Sun Wukong is subjected to an effect that allows him to make a saving throw to take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
  Innate Spellcasting. - Sun Wukong’s spellcasting ability is Charisma (spell saving throw DC 18, +10 to hit with spell attacks). Sun Wukong can innately cast the following spells, requiring no material components: At will: expeditious retreat, knock, mirror image, misty step, minor illusion, prestidigitation, vicious mockery 3/day each: alter self, dimension door, gust of wind, hold person, magic circle 1/day: hold monster
  Limited Magic Immunity. - Sun Wukong can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
  Magic Weapons. Sun Wukong’s quarterstaff is a magical weapon.
  Shapechanger. Sun Wukong can use his action to polymorph into a Medium or smaller beast, humanoid, or fiend, or back into his true form. His statistics are the same in each form. Any equipment that he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies.
    Speak with Primates. Sun Wukong can communicate with apes, baboons, and monkeys as if they shared a language.
    Special Eyes. Sun Wukong has disadvantage on saving throws against being blinded by smoke.
Standing Leap. Sun Wukong’s long jump is up to 40 feet and his high jump is up to 20 feet, with or without a running start.

Actions

Multiattack. Sun Wukong makes three quarterstaff attacks.
Quarterstaff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.
  Special Attack (Recharge 5-6). Sun Wukong makes one of the following special attacks:
  Sweeping Blow. Sun Wukong magically elongates his quarterstaff and sweeps it across a 60-foot cone. Each creature in that cone must make a DC 21 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also knocked prone.
Thrusting Blow. Sun Wukong magically elongates his quarterstaff at great speed, forming a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also knocked prone.
  Hair Clones (1/Day). Sun Wukong magically creates 5 (2d4) duplicates of himself. These duplicates have 1 hit point each, but otherwise share Sun Wukong’s statistics. The clones appear in unoccupied spaces adjacent to Sun Wukong and act on Sun Wukong’s turn in the initiative order. The clones do not have legendary actions and cannot use Sun Wukong’s Multiattack or Special Attack actions.

Legendary Actions

Sun Wukong 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. Sun Wukong regains spent legendary actions at the start of his turn.
Staff. Sun Wukong makes a quarterstaff attack.
Goad. Sun Wukong casts vicious mockery.
Typhoon Blow (Costs 2 Actions). Sun Wukong magically elongates his quarterstaff and sweeps it through a 20-foot radius circle. Each creature in that area must make a DC 21 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 20 feet away from Sun Wukong and knocked prone.
  Variant: No Clones
If Sun Wukong forgoes the use of his hair clones, he has an effective challenge rating of 16 (15,000 XP).

Sun Wukong, also known as the Monkey King, is famed throughout the multiverse as an archetypal adventurer, a troublemaker, and a force for good. Though he is known by many different names across different worlds—including Qitian Dasheng, Seiten Taisei, and Son Goku—his deeds are universally acclaimed, and he is renowned as both a hero and a demigod.
Children

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