Small natural animate
Initiative as conjurer Senses Perception +9; low-light vision
HP 27; Bloodied 13 ; see also shared life
AC 24; Fortitude 22, Reflex 24, Will 21
Bite (standard, at-will)
+11 vs AC; 1d6+2 damage.
Monkey's Curse (standard, encounter)
+10 vs Reflex; the target takes a -2 penalty to attack rolls and loses line of sight to any creature not adjacent to it until the end of your next turn.
Monkey's Howl (minor, at-will)
Close burst 1; all creatures in the burst become deafened until the end of your next turn
Hopping Monkeys (move; at-will) Teleportation
The amber monkey teleports 5 squares.
The amber monkeys share one complement of actions (standard, move, and minor). When the conjurer issues a command, the command applies to all monkeys. So if the conjurer ordered the monkeys to make a bite attack, each monkey makes the attack. Likewise, if a conjurer ordered a monkey to use hopping monkeys, all the monkeys teleport.
The amber monkeys share one pool of hit points. When the amber monkeys drop to 18 hit points, remove one from play. Remove another from play at 9 hit points, and the last monkey disappears when they drop to 0 hit points.
Alignment Unaligned Languages -
Str 15 (+8) Dex 22 (+12) Wis 16 (+9)
Con 20 (+11) Int 2 (+2) Cha 6 (+4)
Description: The three monkeys in this figurine are carved from a single piece of amber, all stacked up in a column. The top monkey has its hands over its eyes, the middle monkey has its hands over its ears, and the bottom monkey has its hands over its mouth. Each monkey wears a leering expression that would be amusing if it wasn’t so sinister.
A mad wizard driven into exile in the Feywild carved the first amber monkeys in his jungle stronghold. Known for his wild simian slaves, he used them to wreak havoc on the enemies haunting his domain. Legend holds he bound the spirits of his most loyal servants into the figurine so that he could call upon them whenever he needed.
Published in Dragon Magazine 384, page(s) 20.