Dungeons and Dragons Baboon 3.5 PBP RPG

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Baboon

Baboon

Medium Animal

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:

-

Special Qualities:

Low-light vision, scent

Saves:

Fort +3, Ref +4, Will +1

Abilities:

Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4

Skills:

Climb +10, Listen +5, Spot +5

Feats:

Alertness

Environment:

Warm plains

Organization:

Solitary or troop (10-40)

Challenge Rating:

1/2

Advancement:

2-3 HD (Medium)

Level Adjustment:

-

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.


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As the party heads back into the NW tunnel they once again follow the right turn method as you get in. After you go around the first turn to the right you follow the corridor as it passes the left turn that would take you to areas you have cleared. This new passage continues 120 feet before there is a right hand turn. Ahead 20 feet you can see a door. Do you turn right like always or go check out the door?

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