Baboon
Small Beast, unaligned
10 XP
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
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.