SYSTEM REFERENCE DOCUMENT 3.5 |
|
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: |
|
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.