Medium Swarm of Small beasts, Unaligned
AC 13 Natural Armor    Initiative +2 (12)
HP 3 (1d6)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 10 +0 +0
DEX 16 +3 +3
CON 13 +1 +1
Mod Save
INT 4 −3 −3
WIS 12 +1 +1
CHA 6 −2 −2
Senses Passive Perception 11
Languages None
CR 2 (XP 450; PB +2)
Traits

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 doesn’t have the Incapacitated condition.

Actions

Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage. Also roll 2d4 extra piercing damage if creature its attacking is smaller than medium.

Beat and Bash. Melee Attack Roll: +1, reach 5 ft. Hit: 2 (2d6+2) Blunt damage. If creature is smaller than this monster it becomes prone after this attack is used.

Bonus Actions

Hype Man. The Alpha Baboon lets out a roar with a range of 30ft to hype up its allies and strike fear into its enemies. This roar gives any allies a +5 to damage, initiative rolls, and saving throws. Non allies roll a wisdom saving throw with a success requirement of 13, if they fail the non ally receives a -2 on damage, initiative rolls, and saving throws.

Description

A baboon that has surpassed the size of its peers and become the pack leader, its wild and angry. With its larger than average size it bullies and beats its victims down and mauls them with ease by its lonesome, factor in its lackeys and you've  got one deadly beast. It enjoys long walks on the beach and deep philosophical talks about fruit.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2026 6:40:34 PM
1
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Habitat: ForestHill

LunarWitchThrall795

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