Monday, January 3, 2011

General Rules: Monsters - Baboon

Baboon (from the Monster Manual)
Medium Animal

Hit Dice: 1d8+1 (5 hit points)
Initiative: +2
Speed: 40 feet, climb 30 feet
Armor Class: 13 (+2 Dexterity, +1 natural); touch 12, flat-footed 11
BAB/Grapple: +0/+2
Attack: Bite +2 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +2 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fortitude +3, Reflex +4, Will +1
Abilities: Str 15, Int 2, Wis 12, Dex 14, Con 12, Cha 4
Skills: Climb +10, Listen +5, Spot +5
Feats: Skill Augmentation (Listen and Spot)
Environment: Warm plains
Organization: Solitary or troop (10 - 40)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 HD (Medium)

Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds.

Combat
Baboons usually attack in groups.

Skills: A baboon receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Baboons as Familiars
Baboons can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, and be at least a 5th-level caster. Arcane casters with baboon familiars gain a +3 bonus to Intimidate checks.

Baboons as Animal Companions
A baboon may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take a baboon as an animal companion.

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