D&D 3.5 Monsters

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Girallon

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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