Heir of Kong
Large beast, neutral
Armor Class
12
Hit Points
47 (5d10 + 20)
Speed
40 ft., climb 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
9 (-1)
WIS
14 (+2)
CHA
12 (+1)
Senses
passive Perception 14
Skills
Athletics +7, Perception +4
Languages
understands Draconic but can't speak
Challenge
3 (700 XP)
Cunning of Kong. The heir has advantage on saving throws against illusions and enchantments.
Actions
Multiattack. The heir makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Psychic Blast (Recharge 6). The heir emits a violent wave of psychic energy in a 30-foot cone. Each creature in the area must succeed on a DC 12 Intelligence saving throw or take 7 (2d6) psychic damage and become stunned until the end of the heir’s next turn.