| Ability |
Mod |
Save |
| STR |
14 |
+2 |
+2
|
| DEX |
18 |
+4 |
+6
|
| CON |
12 |
+1 |
+1
|
| INT |
8 |
-1 |
-1
|
| WIS |
10 |
+0 |
+0
|
| CHA |
10 |
+0 |
+0
|
Small
Beast (Any Primate e.g. Chimpanzee or Lemur)
Armor Class
14
Hit Points
18
(4d8)
Proficiency Bonus
2
- Speed
- 30ft., Climb 30ft.
- Challenge
- 1/2 (XP 100)
- Skills
-
Acrobatics +6
- Languages
- Understands common
- Gear
- Bombs, Bandolier, Flint & Steel
- Slippery
- The Powder Monkey can move through the space of any creature that is Huge or smaller. In addition, opportunity attacks made against the Powder Monkey have Disadvantage.
Actions
- Wallop
- Melee Weapon Attack, one target, 5ft. reach, +4 to hit, 5 (1d4+2) bludgeoning damage.
- Throw bomb (4/day)
- The Powder Monkey throws a bomb at a point up to 60 feet away, where it explodes and causes one of the listed effects, depending on the ammunition type. It’s not clear how they keep making these bombs, but they always seem to find a way.
Ammunition
- Fire bomb
- Each creature in a 15-foot-radius Sphere makes a DC 14 Dexterity saving throw, taking 7 (2d6) Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
- Nail bomb
- Each creature in a 15-foot-radius Sphere makes a DC 14 Dexterity saving throw, taking 9 (2d8) piercing damage on a failed save or half as much damage on a successful one.
- Flash bang
- Each creature in a 30-foot-radius Sphere makes a DC 14 Constitution saving throw. On a failed save, a target is Blinded and Deafened until the end of its next turn.
It appears that somebody thought it was a good idea to give a monkey access to explosives, which is an act they might have lived to regret. Chaotic, mischievous, and quick to anger, the powder monkey could be a useful but unpredictable ally.