Sun Wukong (5e Creature)

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Sun Wukong

Medium celestial (shapechanger), chaotic good


Armor Class 19 (studded leather)
Hit Points 283 (27d8 + 162)
Speed 50 ft., climb 40 ft., fly 50 ft.


STR DEX CON INT WIS CHA
22 (+6) 25 (+7) 22 (+6) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Dex +13, Con +12, Wis +10, Cha +10
Skills Acrobatics +13, Animal Handling +10, Deception +10, Insight +10, Perception +10, Sleight of Hand +13, Stealth +13
Proficiency Bonus +6
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.
Challenge 20 (25,000 XP)


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 save 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 weapon attacks are magical.

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 attacks with his quarterstaff.

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.png

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.

Chaos Born of Order. Sun Wukong was born from a rock on the slopes of Mount Celestia, where he became the leader of a troupe of celestial monkeys and caused much mischief with them. So great was the discord he sewed that the gods themselves took notice, and decided to welcome him into their ranks in order to rein in his chaos.
At first Sun Wukong was thrilled at his ascension to godhood, until he realized that the other gods meant for him to serve as little more than a celestial stable boy. Incensed, the Monkey King ran amok through the halls of heaven, declaring himself to be the Great Sage, Equal of Heaven. Legends say that he singlehandedly bested the greatest warriors of Mount Celestia, though he was eventually captured and imprisoned under the crushing weight of a mountain for five hundred years.

Journey of Redemption. Eventually, Sun Wukong would be released by a kindly monk, in exchange for helping that monk complete a crucial journey to the west. During this journey the Monkey King protected his new master from countless fiends, becoming an adept demon slayer and earning a reputation as a hero. He also learned a measure of humility and respect, though at his core he remains a boisterous and free-spirited individual.

Purloined Immortality. During his rampage through Mount Celestia, Sun Wukong is said to have stolen and consumed the Peaches of Xi Wangmu, the pills of longevity, and the wine of the Jade Emperor. Any one of these items would be enough to make an ordinary humanoid immortal, and combined they render the Monkey King almost invincible, such that even the gods could not execute him. When the god Laozi locked Sun Wukong in a sacred crucible and tried to distil him into an elixir over 49 days, all this did was give him supernatural vision and a weakness to smoke. When the Monkey King was imprisoned under a mountain, its weight merely restrained him, and he was not actually harmed in any way.

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.

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