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<blockquote data-quote="Quickleaf" data-source="post: 6447189" data-attributes="member: 20323"><p><span style="color: DarkOrange"><span style="font-size: 15px">Zombie Monkey Ninja Pirate (Signifying Monkey)</span></span></p><p><em>Small djab, neutral</em></p><p>AC 17 (unarmored defense)</p><p>HP 99 (18d6+36)</p><p>Speed 40 ft, climb 40 ft</p><p>Str 14 (+2) Dex 20 (+5) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 20 (+5)</p><p>Skills acrobatics +9, deception +13, insight +10, intimidate +9, perception +6, performance +9, persuasion +9, sleight of hand +9, stealth +9</p><p>Tools (+4) navigator's tools, watercraft, accordion, drums, harmonica</p><p>Saving Throws wisdom +6</p><p>Condition Immunities charmed, poisoned</p><p>Damage Immunities poison</p><p>Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons</p><p>Senses darkvision 60 ft, passive perception 16</p><p>Languages Speaks all languages</p><p>Challenge 10 (XP 5,900)</p><p></p><p>Typical Sacrifice: A feast of tropical fruit is often used when summoning the Signifying Monkey. It also may show up if an exceptionally clever con or trick is performed with panache for its sake, particularly when it involves subverting the mighty. However, regardless of the offering made, the Signifying Monkey is likely to perform an elborate trick on its summoner.</p><p></p><p>TRAITS</p><p>Innate Spellcasting. The Signifying Monkey's innate spellcasting ability is Charisma (spell save DC 17, spell attack +9). It can innately cast the following spells without material components:</p><p>At-will: detect thoughts, enthrall, minor illusion, suggestion, tasha's hideous laughter, vicious mockery (2d4).</p><p>Once per day: blindness/deafness, feign death, nondetection, pass without trace.</p><p>Nimble. The Signifying Monkey can move thru the space of Medium and larger creatures, and opportunity attacks provoked by its movement are disadvantaged.</p><p>Slow Fall. The Signifying Monkey reduces any falling damage it takes by 30.</p><p>Undead Fortitude. If damage reduces the Signifying Monkey to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Signifying Monkey drops to 1 hit point instead. </p><p></p><p>ACTIONS</p><p>Multiattack. The Signifying Monkey makes any combination of 4 unarmed attacks, improvised throws (coconut, shuriken, feces, etc), or castings of vicious mockery.</p><p>Unarmed Attack. Melee weapon attack. Attack: +9 hit (count as magical), reach 5-ft, one target. Hit: 8 (1d6+5) bludgeoning damage.</p><p>Improvised Throw. Ranged weapon attack. Attack: +9 hit, range 30-ft/90-ft, one target. Hit: 8 (1d6+5) bludgeoning damage.</p><p>Countercharm. The Signifying Monkey starts a performance that lasts until the end of its next turn. Any friendly creatures within 30 feet of the Signifying Monkey and who can hear it gain advantage on saving throws against being charmed or frightened.</p><p></p><p>BONUS ACTIONS</p><p>Flurry of Blows (recharge short or long rest). The Signifying Monkey makes 2 extra unarmed attacks.</p><p>Shadow Step. When in an area of dim light or darkness, the Signifying Monkey can teleport up to 60 feet into another area of dim light or darkness that it can see. It then gains advantage on the first melee attack it makes before the end of its turn.</p><p>Step of the Wind (recharge short or long rest). The Signifying Monkey takes Disengage or Dash action as a bonus action, and its jump distance is doubled for the turn.</p><p></p><p>REACTIONS</p><p>Cutting Words. When a creature within 60 feet of the Signifting Monkey makes an attack roll, ability check, or damage roll, the Signifying Monkey can use its reaction to impose a -4 (-1d8) penalty on the roll by using its wit to distract, confuse, and sap confidence.</p><p>Deflect Missiles. The Signifying Monkey can use its reaction to reduce the damage from a ranged weapon attack by 16 (1d10+11), and if the damage is reduced to 0, the Signifying Monkey catches the missile in a free hand and throws it back at the attacker.</p><p></p><p><img src="http://3.bp.blogspot.com/-5lqDnWWyt_o/T8S56zhCTRI/AAAAAAAAAGc/M0DMl6Qrvnc/s1600/Monkey+Pirate+1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><a href="http://fc02.deviantart.net/fs15/i/2007/036/0/0/Undead_Monkey_with_Harmonica_by_Pochifux.jpg" target="_blank"><img src="http://fc02.deviantart.net/fs15/i/2007/036/0/0/Undead_Monkey_with_Harmonica_by_Pochifux.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>Eshu-Elegba, Orisha of the Crossroads, Fortune, and Death, was a trickster and psychopomps who adopted the name Papa Legba when the Voodoo faith came with the slaves to the Americas. He had an intelligent monkey familiar known in folklore as the Signifying Monkey. During Eshu-Elegba's adventures he ran afoul of a witch who killed his monkey and raised it as a zombie under her command. However, thru trickery the monkey was able to regain his soul (gros-bon-ange) from the witch and has been free ever since to pursue mischief in the New World.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6447189, member: 20323"] [color=DarkOrange][size=4]Zombie Monkey Ninja Pirate (Signifying Monkey)[/size][/color] [i]Small djab, neutral[/i] AC 17 (unarmored defense) HP 99 (18d6+36) Speed 40 ft, climb 40 ft Str 14 (+2) Dex 20 (+5) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 20 (+5) Skills acrobatics +9, deception +13, insight +10, intimidate +9, perception +6, performance +9, persuasion +9, sleight of hand +9, stealth +9 Tools (+4) navigator's tools, watercraft, accordion, drums, harmonica Saving Throws wisdom +6 Condition Immunities charmed, poisoned Damage Immunities poison Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons Senses darkvision 60 ft, passive perception 16 Languages Speaks all languages Challenge 10 (XP 5,900) Typical Sacrifice: A feast of tropical fruit is often used when summoning the Signifying Monkey. It also may show up if an exceptionally clever con or trick is performed with panache for its sake, particularly when it involves subverting the mighty. However, regardless of the offering made, the Signifying Monkey is likely to perform an elborate trick on its summoner. TRAITS Innate Spellcasting. The Signifying Monkey's innate spellcasting ability is Charisma (spell save DC 17, spell attack +9). It can innately cast the following spells without material components: At-will: detect thoughts, enthrall, minor illusion, suggestion, tasha's hideous laughter, vicious mockery (2d4). Once per day: blindness/deafness, feign death, nondetection, pass without trace. Nimble. The Signifying Monkey can move thru the space of Medium and larger creatures, and opportunity attacks provoked by its movement are disadvantaged. Slow Fall. The Signifying Monkey reduces any falling damage it takes by 30. Undead Fortitude. If damage reduces the Signifying Monkey to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Signifying Monkey drops to 1 hit point instead. ACTIONS Multiattack. The Signifying Monkey makes any combination of 4 unarmed attacks, improvised throws (coconut, shuriken, feces, etc), or castings of vicious mockery. Unarmed Attack. Melee weapon attack. Attack: +9 hit (count as magical), reach 5-ft, one target. Hit: 8 (1d6+5) bludgeoning damage. Improvised Throw. Ranged weapon attack. Attack: +9 hit, range 30-ft/90-ft, one target. Hit: 8 (1d6+5) bludgeoning damage. Countercharm. The Signifying Monkey starts a performance that lasts until the end of its next turn. Any friendly creatures within 30 feet of the Signifying Monkey and who can hear it gain advantage on saving throws against being charmed or frightened. BONUS ACTIONS Flurry of Blows (recharge short or long rest). The Signifying Monkey makes 2 extra unarmed attacks. Shadow Step. When in an area of dim light or darkness, the Signifying Monkey can teleport up to 60 feet into another area of dim light or darkness that it can see. It then gains advantage on the first melee attack it makes before the end of its turn. Step of the Wind (recharge short or long rest). The Signifying Monkey takes Disengage or Dash action as a bonus action, and its jump distance is doubled for the turn. REACTIONS Cutting Words. When a creature within 60 feet of the Signifting Monkey makes an attack roll, ability check, or damage roll, the Signifying Monkey can use its reaction to impose a -4 (-1d8) penalty on the roll by using its wit to distract, confuse, and sap confidence. Deflect Missiles. The Signifying Monkey can use its reaction to reduce the damage from a ranged weapon attack by 16 (1d10+11), and if the damage is reduced to 0, the Signifying Monkey catches the missile in a free hand and throws it back at the attacker. [img]http://3.bp.blogspot.com/-5lqDnWWyt_o/T8S56zhCTRI/AAAAAAAAAGc/M0DMl6Qrvnc/s1600/Monkey+Pirate+1.jpg[/img] [url=http://fc02.deviantart.net/fs15/i/2007/036/0/0/Undead_Monkey_with_Harmonica_by_Pochifux.jpg][img]http://fc02.deviantart.net/fs15/i/2007/036/0/0/Undead_Monkey_with_Harmonica_by_Pochifux.jpg[/img][/url] Eshu-Elegba, Orisha of the Crossroads, Fortune, and Death, was a trickster and psychopomps who adopted the name Papa Legba when the Voodoo faith came with the slaves to the Americas. He had an intelligent monkey familiar known in folklore as the Signifying Monkey. During Eshu-Elegba's adventures he ran afoul of a witch who killed his monkey and raised it as a zombie under her command. However, thru trickery the monkey was able to regain his soul (gros-bon-ange) from the witch and has been free ever since to pursue mischief in the New World. [/QUOTE]
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