Friday, January 30, 2026

Towards the Hoard of a Hundred Horrors: Rock Baboons

You can hear them, across the hills and through the crags. Howling, barking, screeching, curses whose hatred cuts across language - the worst of the noises of dog and ape and man. Who they do not kill they take, and across the hills and through the crags the pleading fades, replaced by grunting and screaming.

They are not beasts. They do not fear your fire. They do not fear your voice or your weapons.

They are not men. They will take your fire and your weapons and your mind, and they will pen you and butcher you. They are

Rock Baboons

HD: 2 AC: 14 ATK: 1d6 bite and maul, or as weapon, or Stupefying Scream SAV: 7 MOV: as pissed-off chimpanzee INT: As reaction roll ML: 7
No. Appearing: 2d6 - at INT of 8 and above will be herding 2d6 stupefied humans

The reaction roll of a group of rock baboons is their current intelligence. The lower it is, the hungrier and more impulsive they'll be - higher, and they'll be open to trade and make deals, but they'll be trickier too. They will only be wielding weapons on a roll of 6 and above.

Stupefying Scream: Save or take 1d6 INT damage. The screaming rock baboon gains the same amount of INT for a week. Saving against a scream protects you from the screams of other rock baboons for a day. One of the most awful and annoying sounds you've ever heard - hearing it gives a feeling like you've just been concussed while having a bad hangover. Having your ears stopped up or suchlike while moving through rock baboon territory gives you advantage on the save against their screams, but also allows them to surprise on a 3-in-6.

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