Drunken Monkey Sea Spirit that inhabits the old Jolly Miller.


Simian Mythic

Simian: Strength; Bio; +2 to overcharge; +4 bonus to Athletics checks; Gain a +1 bonus to Fortitude and Reflex; +1 bonus to speed.
Mythic: Charisma; Psi; +2 to psi overcharge; +4 bonus to Interaction checks; +1 bonus to Fortitude, Reflex, and Will; When you are dying, you don’t fall unconscious until you have failed one death saving throw.

Ape Rage
At-Will Bio, Physical, Weapon
Standard Action Melee or Ranged weapon
Target: One Creature
Attack: Strength + your level + weapon accuracy vs. AC
Hit: 1W + 1d6 + Strength modifier + your level physical damage, and you gain a +2 power bonus to your next attack roll against the target before the end of your next turn.

Mythic Strike
At-Will Physical, Psi, Weapon
Standard Action Melee or Ranged weapon
Target: One Creature
Attack: Charisma + your level + weapon accuracy vs. AC
Hit: 1W + Charisma modifier + your level physical damage, and one ally within 5 squares of you gains either a +2 bonus to saving throws until the start of your next turn or 5 temporary hit points.

Ability Scores:
Str: 18 (4) Dex: 13 (1) Wis: 13 (1)
Con: 18 (
4) Int: 9 (-1) Cha: 16 (+3)
Speed: 7 Initiative: +2

Acrobatics (Dex): +2
Athletics (Str): +9
Conspiracy (Int): +0
Insight (Wis): +6
Interaction (Cha): +8
Mechanics (Int): +0
Nature (Wis): +2
Perception (Wis): +2
Science (Int): +0
Stealth (Dex): +2

Passive Perception: 12 Passive Insight: 16

Hit Points: 30 Bloodied: 15

AC: 15 Fortitude: 17 Reflex: 14 Will: 15


Enyou walked out of Cultus Lake one day after the Big Mistake and started checking out the neat area he had appeared in. Not knowing very much at all about humanity or any of the other creatures that were roaming the area, he set out to learn about them by traveling around his newly adopted home. However, he discovered the remains of the Jolly Miller Pub a couple of days later as he walked into town, and smelled something inside that he knew he had to have.

He has been drinking ever since.

The drunken monkey has cleaned up the Miller and turned it into a pretty fine meeting place for the people that are surviving in its part of Chill-E-Wack. You can find all kinds of creatures, and even a few humans, at most times of the day, while Enyou holds court at his favorite table. If you find any kind of liquor in your travels, Enyou is always buying.


Cry-sis in the Infinite Chill-E-Wacks Bronn1