Medium Animal
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 feetSpecial 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)
Combat
Baboons usually attack in groups.
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.
Home Three Worlds Monsters
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