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Baboon

Small Beast, unaligned

CR 0

10 XP

AC: 12
HP: 3 (1d6)
Speed: walk 30 ft. , climb 30 ft.
Senses: passive Perception 11
Languages:
STR
8
-1
DEX
14
+2
CON
11
+0
INT
4
-3
WIS
12
+1
CHA
6
-2

Special Abilities

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 ft. of the creature and the ally isn't incapacitated.

Actions

Bite

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

Quick Reference

Challenge: CR 0
Type: Beast
Size: Small
Alignment: unaligned
Best for a party of 4 at level 1

Running This Encounter

Baboons are best used in groups to pose a threat, as a single baboon is trivial for most parties. Their climbing speed and pack behavior can create dynamic encounters with flanking opportunities and terrain-based tactics. Use baboons to harass parties, scatter them across climbing terrain, or as a surprise swarm encounter in wilderness settings. Their low HP makes them satisfying for players to quickly dispatch while maintaining action economy through numbers.

Combat Tactics

Baboons fight as a coordinated pack, using their climbing ability to gain high ground and separate party members. They prioritize attacking isolated targets and will attempt to flank enemies for advantage, using hit-and-run tactics if the group seems overwhelming. A baboon will flee if reduced to half its group size.

Environment & Setting

Baboons thrive in rocky outcroppings, forest canopies, and hilly terrain where their climbing speed provides tactical advantage. Dense vegetation and vertical terrain create natural obstacles that funnel combat and allow baboons to utilize their superior mobility.