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Rock Baboonby Jamie Baty
BA, RC 158
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), climb 30 ft. (6 squares)
Armour Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+4
Attack: Bone club +4 melee (1d4 +3)
Full Attack: Bone club +4 melee (1d4 +3) and bite -1 melee (1d3 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 12, Cha 5
Skills: Climb +11, Listen +6, Spot +5
Environment: Warm plains, hills, mountains
Organisation: Solitary, or Troop (5-30)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: -
Rock baboons are larger versions of normal baboons and are more intelligent. They are omnivores, but prefer to eat meat if it's available. They are not inclined to eat humans, preferring small herd animals when they can catch them. While they are not intelligent enough to actually craft tools and weapons, they are able to use bones, branches and rocks as makeshift tools and weapons.
Rock baboons form packs of up to 30 members, and are led by a dominant, alpha male. Rock baboons do not have a language, but can communicate using simple screams for warnings and needs.
Rock baboons are ferocious and have vicious tempers. They will not go out of their way to attack travellers, but will try to scare intruders out of their hunting grounds. Most commonly, rock baboons will use a branch or large bone as a club as its primary attack, and biting as a secondary attack.
Scent (Ex): This special quality allows a rock baboon to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Rock baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.