Monkeyfolk Leader

Small humanoid (monkeyfolk), lawful neutral

Armor Class 12
Hit Points 28 (8d6)
Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 18 (+4) 18 (+4) 15 (+2)

Skills Acrobatics +4, Arcana +6, History +6, Insight +6, Perception +6
Senses passive Perception 16
Languages Monkeyfolk
Challenge 1 (200 XP)

ACTIONS

  • Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
  • 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.

ABOUT

What you at first took for a regular monkey is clearly much more advanced, as it wears clothes and wields weapons.

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.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

This is not the complete license attribution - see the full license for this page