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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH BABOON

 

Medium Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+2

Speed:

40 ft. (8 squares), climb 30 ft.

Armor Class:

13 (+2 Dex, +1 natural), touch 12, flat-footed 11

Base Attack/Grapple:

+0/+2

Attack:

Bite +2 melee (1d6+3)

Full Attack:

Bite +2 melee (1d6+3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 6

Saves:

Fort +3, Ref +4, Will +1

Abilities:

Str 15, Dex 14, Con 12, Int 3, Wis 12, Cha 4

Skills:

Climb +10, Listen +5, Spot +5

Feats:

Alertness

Environment:

Any Evil-aligned plane

Organization:

Solitary or troop (10–40)

Challenge Rating:

1/2

Alignment:

Always evil (any)

Advancement:

2–3 HD (Medium)

Level Adjustment:

+2

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: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +1.

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