Girallon

Large Magical Beast — CR 6

Monster Manual v.3.5 (MM), p. 1263.5
Hit Dice
7d10+20 (58 hp)
Initiative
+3
Speed
Land 40 ft
Armor Class
16, 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)
STR
22
DEX
17
CON
14
INT
2
WIS
12
CHA
7
Fort / Ref / Will
+7 / +8 / +5
Challenge Rating
6
Alignment
Always Neutral
Organization
Solitary or company (5–8)
Treasure
None
Environment
Forests
Level Adjustment

Special Abilities

Feats

At first glance, this creature looks like an albino gorilla, but it has four arms. It also has razor-sharp teeth and long claws.

Description

Girallons are savage, magical cousins of the gorilla. They are aggressive, bloodthirsty, highly territorial, and incredibly strong.

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

Girallons attack anything that enters their territory, even others of their kind. Their senseless belligerence is the one characteristic that keeps their numbers in check. Still, the creatures show some cunning.

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.

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+9 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.