Mad Monkeys

Rank 3 / Primal / 2 actions

Rank

Rank 3

Traditions

Primal

Cast

2 actions

Range

30 feet

Duration

1 minute

Defense

-

Area

5-foot Burst

Spell Description

Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys.

Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the Spell. The first time each round when you Sustain the Spell, you can move the area of the monkeys by 5 feet.

Flagrant Burglary The monkeys try to any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys-even for the caster-requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose.

Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save.

Critical Success The creature is unaffected and is temporarily immune for 10 minutes.

Success The creature is unaffected.

Failure The creature is for 1 round.

Critical Failure The creature is Deafened for 1 minute.

Tumultuous Gymnastics The monkeys jump and climb all over creatures in the spell's area, interfering with complex movements. Each creature in the spell's area must attempt a Reflex save.

Critical Success The creature is unaffected and is temporarily immune for 10 minutes.

Success The creature is unaffected.

Failure For 1 round, the creature must succeed at a whenever it attempts a manipulate action. If it fails this check, the creature loses that action.

Critical Failure As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area.

Source, license, and attribution

Source: Pathfinder Player Core (remaster-core-2026-08-10)

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Player Core (c) 2023, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Authors: Alexander Augunas, Kate Baker, Logan Bonner, Jason Bulmahn, Carlos Cabrera, Calder CaDavid, James Case, Eleanor Ferron, Steven Hammond, Joan Hong, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Erik Keith, Dustin Knight, Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Mikhail Rekun, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Mark Thompson, Clark Valentine, Andrew White, Landon Winkler, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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