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  SYSTEM REFERENCE DOCUMENT 3.5  
GIRALLON

 

Large Magical Beast

Hit Dice:

7d10+20 (58 hp)

Initiative:

+3

Speed:

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

Armor Class:

16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:

+7/+17

Attack:

Claw +12 melee (1d4+6)

Full Attack:

4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Rend 2d4+9

Special Qualities:

Darkvision 60 ft., low-light vision, scent

Saves:

Fort +7, Ref +8, Will +5

Abilities:

Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7

Skills:

Climb +14, Move Silently +8, Spot +6

Feats:

Iron Will, Toughness (2)

Environment:

Warm forests

Organization:

Solitary or company (5–8)

Challenge Rating:

6

Treasure:

None

Alignment:

Always neutral

Advancement:

8–10 HD (Large); 11–21 HD (Huge)

Level Adjustment:

Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.

COMBAT

A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.

Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.

Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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