Sun Wukong
Sun Wukong — The Encounter
The Monkey King, leaper of clouds and breaker of staves · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sun Wukong
Born from a stone egg on the Mountain of Flowers and Fruit, the Handsome Monkey King mastered the cloud-somersault that crosses ten thousand leagues in a single bound, then wrested the As-You-Will Cudgel from the dragon-courts of the eastern sea, a pillar of black iron that swells to brace the heavens or shrinks to hide behind his ear. Having eaten the peaches of immortality and erased his name from the ledgers of death, he is a celestial outlaw: loyal where loyalty is earned, ungovernable where it is demanded. The seventy-two transformations let him wear any shape, and a single plucked hair becomes a double, a beast, or an army. Mortals who meet him on the road find a grinning trickster who tests the worthy with riddles and the wicked with his staff, for the leaper of clouds answers to no throne but his own restless conscience.
Run Sun Wukong in Sixty Seconds
- Identity: He is a tricky T2 skirmisher (CR 6), not a stand-and-trade boss. Run him fast, mobile, and annoying. Best deployed as a lieutenant beside a bigger threat.
- Open with: Seventy-Two Transformations to drop a double, then cloud-stride past the front line to the squishiest caster and prone-lock it with the staff.
- Kill-priority: always the back-line. His 60 ft. flight and no-opportunity-attack movement exist to bypass tanks and delete healers and casters.
- When bloodied: lean on Somersault Cloud every round, hit-and-run, and recharge Whirling Cudgel only when the party bunches to punish them and reset distance.
- Three ways to run him: (1) cackling trickster who tests the party with the staff and vanishes; (2) honorable celestial outlaw who duels the strongest PC one-on-one; (3) chaos lieutenant guarding a flagship boss, harrying the back line.
Sun Wukong
Medium celestial (shapechanger), chaotic neutral
CR 6 · 2,300 XP · GUIDELINECloud-Stride. Sun Wukong's movement does not provoke opportunity attacks. While airborne he can hover, and difficult terrain costs him no extra movement.
Seventy-Two Transformations. Signature. As a bonus action, Sun Wukong can pluck a hair and assume the form of any Small or Medium beast, or split off an illusory double in his own space until the start of his next turn. The first time each turn an attack hits him, he may choose to have it strike the double instead, taking no damage; the double then vanishes.
Actions
Multiattack. Sun Wukong makes two attacks with his As-You-Will Staff.
As-You-Will Staff. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. On a critical hit, or if the target is within 5 feet, the staff lengthens and the target must succeed on a DC 15 Strength save or be knocked prone.
Whirling Cudgel (Recharge 5-6). Sun Wukong spins his staff in a blurring arc. Each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failure, or half as much on a success. Creatures that fail are pushed 10 feet away.
Bonus Actions & Reactions
Somersault Cloud. Reaction, when targeted by an attack he can see: Sun Wukong tumbles onto a summoned cloud, gaining +3 AC against that attack; if it misses, he may immediately fly up to 30 feet without provoking opportunity attacks.
Mid-leap atop a roiling somersault cloud, the Monkey King brandishes his shrinkable iron staff, monkey tail lashing and war-harness half-buckled over a body too quick to pin down.
Sun Wukong, Bound
Companion · acts on your initiative
Bound · GUIDELINESplit Self (signature). Once per short rest as a bonus action, the double splits into a second copy of itself in an adjacent space for 1 minute; the copy shares its statistics but has 1 hit point.
Actions
Iron Switch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.
Reactions
Vanish in Smoke. When reduced to 0 hit points, the double bursts into a puff of smoke; each enemy within 5 feet must succeed on a DC 13 Constitution save or be blinded until the end of its next turn.
A grinning facsimile plucked from a single hair, fighting with borrowed bravado until smoke takes it.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by cloud-striding into the squishiest caster, then Multiattack to knock it prone. Hold Whirling Cudgel until two or more PCs cluster, then scatter them and leap away. Pair him with a tougher front-line ally; alone at this tier he is a glass cannon.
Lead with Seventy-Two Transformations so the party wastes its first big hit on the double. Kill-priority: the back-line caster, reached via cloud-stride and prone-locked. Trigger Whirling Cudgel when three or more cluster; Somersault Cloud out of any focus-fire. He is a skirmisher, not an anchor.
Run him with minions or as a flanking lieutenant beside a bigger lair threat; his job is to harry, displace, and protect the boss's casters. Open with the hair-double, dart to the lowest-AC PC, and recharge Whirling Cudgel against clusters. Use Somersault Cloud every round to stay untouchable; pair him with a heavier hitter so the action economy holds.
Put Sun Wukong on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Sun Wukong?
Natively CR 6 (Tier 2, levels 5-10): AC 16, 127 HP, +8 to hit, save DC 15. The record also gives scaled CR 2-style numbers for Tier 1 and CR 11-style numbers for Tier 3, with identical traits and actions, so you can drop him into any party.
Can Sun Wukong be a companion or ally?
Yes. His chaotic-neutral, loyalty-when-earned nature makes him a natural temporary ally or party patron. Use the Pilgrim's Hair-Double companion block (AC 14, 76 HP) for a lighter version that splits, strikes, and vanishes in smoke, or run Sun Wukong himself as a guest fighter for a single arc.
Is Sun Wukong a boss or an add-on?
An add-on. He lacks legendary actions and a punishing reaction kit, so a four-PC party out-acts him solo. He shines as a fast lieutenant or rival beside a flagship boss, harrying the back line while the heavier threat anchors the fight.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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