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Baboonoid

Medium humanoid, lawful neutral
Armor Class 14 (natural armor)
Hit Points 38 (7d8 + 7) 7d8+7
Speed 30ft Climb: 30ft

STR
10 0
DEX
14 +2
CON
13 +1
INT
6 -2
WIS
12 +1
CHA
8 -1

Senses passive Perception 11
Languages Baboonoid
Challenge 3 (700 XP)


  • Pack Tactics. The baboonoid has advantage on an at­ tack roll against a creature if at least one of the ba­boonoid's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

  • Bite. Melee Weapon Attack: +2 to hit d20+2 , reach 5 ft., one target. Hit: 4 (1d8) piercing damage. 1d8
  • Rock. Ranged Weapon Attack: +4 to hit d20+4 , range 10/30 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 1d4+2
  • Globe Palm Fruit. Ranged Weapon Attack: +4 to hit d20+2 , range 10/30 ft., one target. Hit: The target and all others within 5 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature is splattered with a pungent liquid that produces an entic­ ing aroma. The creature must then succeed on a DC 11 Constitution saving throw or become poisoned due to the pungent stench. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. Until the pheromone liquid is cleaned off, any preda­tor or hostile monster within 50 feet of the target will be attracted to their presence, attacking the splattered creature before all others. The pheromone liquid can be washed off with alcohol; otherwise, it persists for 2 hours or until the creature takes a short rest to scrub the substance off.


 

This creature appears to belong to the ape family, but its features are closer to humanity than animal Standing 5 feet tall and covered with a coat of dark hair, the creature has long arms and legs, making it adept at moving through the trees and bushes. Its hoots and howls have apattern that suggests aprimitiveform of speech.

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