Maneuvers. The baboon uses maneuvers (maneuver save DC 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +0 to hit, reach 1 m. Hit: 1 (1d4 − 1) piercing damage.
As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.
You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.
As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.
You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.