Armor Class 21 (natural armor)
Hit Points 262 (25d8+150)
Speed fly 60 ft., 60 ft.
Saving Throws Dex +14, Con +13, Wis +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)
Legendary Resistance (3/Day). If the Monkey King fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Monkey King has advantage on saving throws against spells and other magical effects.
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.
Multiattack. The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack.
Golden Staff. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.
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.
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.
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.
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.
Great Leap. The Monkey King moves up to his speed without provoking opportunity attacks.
Quick Staff. The Monkey King makes a golden staff attack.
Golden Burst (Costs 3 Actions). 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.