Free interactive D&D 5e SRD stat block

Baboon

Small Beast, CR 0, AC 12, 3 HP. Unaligned.

Small Beast, Unaligned

AC
12
Initiative
+2 (12)
HP
3 (1d6)
Speed
30 ft., Climb 30 ft.
ScoreModSave
STR 8 -1 -1
DEX 14 +2 +2
CON 11 +0 +0
INT 4 -3 -3
WIS 12 +1 +1
CHA 6 -2 -2
Senses
Passive Perception 11
Languages
None
CR
0 (XP 10; PB +2)

How to run Baboon

A single baboon is texture, not a threat. With 3 HP, AC 12, and no listed actions, one baboon dies to any attack roll that connects. Use them in groups of six to ten as ambient hazard or comic obstacle, not as a fight the party is supposed to take seriously. Their job is to steal the rogue's hat, scatter the camp, and let the players feel like the wilderness has its own opinions.

Run them in a troop. Climb 30 ft. plus walk 30 ft. means baboons drop from canopy onto bedrolls, snatch a torch off the wall, and skitter back up out of melee reach before the fighter's turn comes around. Treat improvised attacks as 1d4 bludgeoning at +1, but more often use the Help action and Shove rather than damage. A baboon clinging to the bard's face is a problem the bard has to solve, not a roll the GM resolves. Passive Perception 11 is just enough to catch a sneaking party member if they roll badly.

Baboons rout the moment two of them go down. Wisdom 12 with no Frightened immunity means a Loud Noise, a Thaumaturgy, or a single Burning Hands sends the troop screaming back into the canopy. Don't make the players grind through ten 3-HP statblocks. The combat ends when the baboons decide the cost is too high, which is fast.

Have one baboon make off with something the party actually needs. Not the longsword, the spell component pouch. The chase scene through the trees is the encounter. The baboon doesn't even fight back, it just runs, and the party has to figure out how to bring it down without killing it (or accept losing the components for a week).

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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