Baboon

CR 0 · Small Beast (Monkey, Baboon)

Baboon

Unaligned

Shaped by SME Fallback (zo offline)

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

12 (natural armor)

Hit Points

3 1d6

Speed

30 ft., climb 30 ft.

STR8 -1
DEX14 +2
CON11 +0
INT4 -3
WIS12 +1
CHA6 -2

Defensive Resilience

SkillsAthletics +1, Perception +3
Sensespassive Perception 13
Languages—

Lore

Arcane Scribe
In the sun-bleached savannas and jagged cliff-sides of the Material Plane, baboons endure as surly, communal survivors. These primates are defined by a fierce social hierarchy and a volatile temperament that can shift from grooming stillness to screeching violence in a heartbeat. While they lack the supernatural malice of the abyss-born, their bared fangs and barked challenges carry a primal authority that humbles many aspiring adventurers. They are opportunistic omnivores, scouring the scrublands for roots and insects, yet they possess a predatory cunning that allows them to harass much larger creatures when their troop numbers are high. Travelers often find that the true danger of a baboon troop lies in their uncanny coordination and territorial obsession. They are known to haunt the crumbling ruins of forgotten empires, claiming ancient battlements as their own. Some druidic circles whisper that baboons are the living echoes of a primitive age, acting as the eyes and ears for forest spirits or fickle fey lords who take amusement in the beasts’ chaotic energy. A pack of these primates might surround a camp not to kill, but to systematically pilfer shiny baubles and essential rations, leading frustrated heroes on a grueling chase through treacherous, vertical terrain where the baboon’s climbing prowess reigns supreme.

Innate 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 isn't incapacitated.

Social Alarm. While the baboon is conscious, it and any of its allies within 30 feet of it that can hear it have advantage on Initiative rolls.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Hurl Rock. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 1 bludgeoning damage.