Sunken Valley Monkeys
It is said that, at the edge of a certain kingdom, there is a certain canyon which is home to a group of monkeys. These monkeys are no normal primates, no - they are smart, and have taught themselves to use weapons. Legend has it these monkeys jealously guard a certain kind of flower, the fragrance of which can be used to ascend to the upper planes.
Guardian Ape
The fiercest of the sunken valley monkeys is a massive ape. This ape has guarded the sacred flowers for decades, and survived many harsh battles. Indeed, at some point in the past a massive sword was lodged in the ape's neck - but the ape seems unbothered by it, continuing to fight any invaders with a relentlessness that seems almost supernatural.
Headless Ape
Should the guardian ape fall in battle, its dedication to the sacred flowers will persist, driving the ape to fight on even in death. The headless ape will never truly die; even if slain, it will rise again to keep protecting the flowers. The only thing that could end the ape's existence for good is a weapon capable of killing immortals.
Matchlock Rifle Monkey
The monkeys of the sunken valley are remarkably intelligent. They have taught themselves how to use weapons, even newly-invented firearms.
Elder Monkey
The oldest of the sunken valley monkeys have not adopted the use of firearms, preferring instead to use the traditional sunken valley style - a whirlwind style of fighting in which the practitioner wields a shortsword in each hand. These white-furred monkeys are also capable commanders, and often use the younger monkeys to fight instead of using their own weapons.
Gunpowder and Fantasy
Gunpowder weapons have not been invented in all settings. If your setting has not invented gunpowder weapons, you can replace the monkey's muskets with light crossbows, and adjust their damage accordingly.
Guardian Ape
Huge beast, chaotic neutral
- Armor Class 12
- Hit Points 105 (10d12 + 40)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 8 (-1)
- Saving Throws Strength +9
- Skills Athletics +9, Perception +4
- Senses passive Perception 14
- Languages Simian
- Challenge 5 (1,800 XP)
Actions
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Poop. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the poison effect of the ape's Poop for the next 24 hours.

Headless Ape
Huge undead, chaotic neutral
- Armor Class 12
- Hit Points 105 (10d12 + 40)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 8 (-1)
- Saving Throws Strength +9
- Skills Athletics +9, Perception +4
- Senses passive Perception 14
- Languages Simian
- Challenge 7 (2,900 XP)
Actions
Multiattack. The ape makes three longsword attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
Horrifying Scream. The ape holds its severed head up to the stump of its neck and lets out a bloodcurdling scream. Each creature within 120 feet of the ape that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ape's Horrifying Scream for the next 24 hours.
Undying
You can run the guardian ape and headless ape stat blocks separately, or you can run them as two phases of a single monster, one after the other. If you choose to run them together, the resulting single creature has a CR of 10 (5,900 XP). The guardian ape resurrects as the headless ape one round after dying; when it does so, it draws the huge longsword from its neck, cutting its own head off in the process, and then catches its now-severed head in its other hand.
Credits
- Sunken Valley Monkeys by /u/Enraric
- Screenshot by Rike, from Sekiro by From Software
- GM Binder thumbnail by Sackcloth Samuel
Matchlock Rifle Monkey
Small beast, chaotic neutral
- Armor Class 12
- Hit Points 14 (3d6 + 3)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Languages Simian
- Challenge 1/4 (50 XP)
Actions
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage.
Musket. Ranged Weapon Attack: +4 to hit, range 40/120, one target. Hit: 8 (1d12+2) piercing damage.
Elder Monkey
Small beast, chaotic neutral
- Armor Class 12
- Hit Points 44 (8d6 + 16)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 14 (+2) 8 (-1) 13 (+1) 8 (-1)
- Senses passive Perception 11
- Languages Simian
- Challenge 2 (450 XP)
Actions
Multiattack. The monkey makes three shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Call to Attack.. Up to three allied monkeys within 120 feet of this monkey that can hear it can each use their reaction to make one weapon attack.