Ape's Rage. The Cursed Monk can enter into a bestial rage driven by it's cursed nature. As a bonus action the monk goes into a rage.
While raging, the monk gains the following benefits:
The monk has advantage on Strength checks and Strength saving throws.
When the monk makes a melee weapon attack, the monk gains an extra 3 damage per attack.
The monk has resistance to all bludgeoning, piercing, and slashing damage.
The rage lasts for 1 minute. It ends early if the monks are knocked unconscious or if the monk's turn ends and it hasn’t attacked a hostile creature since its last turn or taken damage since then. The monk can also end its rage on its turn as a bonus action.
Trained Ferocity. The monk still retains some of it's martial training, while gaining the enhanced toughness of an ape. It's AC is calculated by taking 10 plus its dexterity, constitution, and wisdom scores.
Leap. The monk can leap great distances. It can leap 30 feet horizontally or 15 feet vertically from a stand still.
Multiattack. The cursed monk makes four unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 5) bludgeoning damage. This is a magic weapon attack.
Primal Scream. The cursed monk screams in rage, any creature within a ten foot radius who can hear the cursed monk must make a constitution saving throw (DC 14) or become stunned until the end of the monks next turn.
Deflect Missiles. The cursed monk still retains some of it's martial training. If the monk is hit by a ranged weapon attack, the monk may use it's reaction attempt to deflect the missile.It may roll 2d10+10 and deflect the total from the missiles damage total. If the monk reduces the projectiles damage to 0, it catches the projectile and can throw it at a target with a range of 20(60) and does (1d8+3) piercing damage
Description
The monks were cursed many years ago by a cursed monkey god. They went from a peaceful, contemplative existence to being cursed with apelike forms that drives them to kill and destroy any who enter their cursed temple. They utilize their large temple atrium and it's many shadowy corners to spring out at people who dare disturb their madness.
*NOTE: The monks were good, kind people who were changed by a terrible curse, casting greater restoration or remove curse on the monks will cause them to immediately revert to their original human (or other race) form and fall unconscious for (1d8+4) hours. When they awake, they will relate their horrible story to the people who saved them and help the party, unless they see that the party has done some act to further desecrate the temple.
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