Roar of the Monkey King: As an action the Avatar of the Monkey King throws his head back and lets out a frightening roar. All enemies within 60 feet of the Avatar must make a wisdom saving throw (DC 17) or become frightened for the next minute. A creature that fails this save may make another save at the end of their turn. A creature who makes the save is immune to this effect for 24 hours.
Darkvision 60: The Avatar of the Monkey King has adapted to the darkness and is able to see up to 60 feet in darkness.
The Golden Chainmail of the Monkey King: The Avatar of the Monkey King is granted a semblance of the Monkey Kings armor, this armor allows the Avatar to gain resistance to non-magical slashing, piercing and bludgeoning attacks
Multiattack. The Avatar makes one fist attack and one staff attack.
Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 50/100 ft., one target. Hit: 38 (9d6 + 6) bludgeoning damage.
Staff. Melee Weapon Attack: +12 to hit, reach 15 ft, one target. Hit: 35 (6d8+8) bludgeoning damage.
Cloud Stepping Shoes: Upon taking damage which would reduce the Avatar to half his total health the Avatar may use his reaction to immediately move away from the source of the damage their full speed. Receiving the damage from the triggering effect, but no additional effects or attacks of opportunity.
Mountain Crumbles 1/day:
As an action the Avatar of the Monkey King embeds his staff into the ground creating a ring of 60 feet around him which shatters and crumbles dealing 6d6 bludgeoning damage and forcing all enemies within the area to make a strength saving throw (DC 17) or fall prone. The terrain is converted into difficult terrain.
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