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Baboon, Rock

by Sheldon Morris

Rock baboons are a larger and more intelligent variety of baboon. While they are omnivores, they have a definite preference for meat, and have learned how to use clubs of wood or bone. Their social structure consists of packs of up to 30 members which are lead by the dominate alpha male. Rock baboons possess a basic capability to communicate simple warnings and needs to each other.

Fierce Intimidation. Rock baboons are cautious to engage in a fight, but their notion of cautious is loud, frantic, and ferocious. They usually do their best to intimidate an adversary into backing down through displays of noise; screaming, beating their chest, ground, and plants, and by throwing whatever they can grab into the air. It is a common sight since rock baboons have vicious tempers. If the display of intimidation is unsuccessful then a fight is a possibility.
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ROCK BABOON

Medium beast, unaligned
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Armour Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft., climb 30 ft.
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STR|DEX|CON|INT|WIS|CHA
13 (+1)|14 (+2)|13 (+1)|5 (-3)|12 (+1)|7 (-2)
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Skills Intimidation +0
Senses passive Perception 11
Languages -----
Challenge (100 XP)
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Brute. A club attack deals one extra die of damage when the rock baboon hits with it (included in the attack).

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.

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ACTIONS
Multiattack. The rock baboon makes two attacks: one with its club and one with its bite.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.

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ROCK BABOON ALPHA

Medium beast, unaligned
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Armour Class 12 (natural armour)
Hit Points 39 (6d8 + 12)
Speed 30 ft., climb 30 ft.
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STR|DEX|CON|INT|WIS|CHA
16 (+3)|13 (+1)|14 (+2)|5 (-3)|12 (+1)|10 (+0)
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Skills Intimidation +2
Senses passive Perception 11
Languages -----
Challenge 1 (200 XP)
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Brute. A club attack deals one extra die of damage when the alpha rock baboon hits with it (included in the attack).

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.

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ACTIONS
Multiattack. The alpha rock baboon makes two attacks: one with its club and one with its bite.

Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.