Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Regeneration. The beast regains 5 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the beast takes radiant damage or damage from holy water, this trait doesn’t function at the start of the beast’s next turn.
Harmed by Running Water. The beast takes 5 acid damage when it ends its turn in running water.
Multiattack. Makes up to two attacks, only one of which may be a bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage, plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the beast regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. This may not reduce the target below 1 hp.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Instead of dealing damage, the beast can grapple the target (escape DC 14).
Description
The wild apes of the jungles on this island have absorbed elements of the cursed magic of the ancient God of Blood. This has given them unnatural strength, size, and hunger. They are on the path to becoming vampiric entities, but not entirely corrupted just yet.
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