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Size & Type (subtype):Large BeastHit Dice:7d10+14 (52)
Initiative:   +3 (Dex)   Speed:   40 ft., climb 40 ft.  
Armor Class:   16 (-1 size, +3 Dex, +4 natural)   Attacks:   4 claws +12 melee, bite +7 melee  
Damage:   Claw 1d4+8, bite 1d8+4   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Rend 2d4+12   Special Qualities:   Scent  
Saving Throws  Fortitude: 7  
Reflex: 8  
Will: 3  
Abilities:   Str: 26
Dex: 17
Con: 14
Int: 3
Wis: 12
Cha: 7
Skills:   Climb +16, Move Silently +8, Spot +7   Feats:     
Climate and Terrain:   Warm forest, mountains, and underground   Climate:   warm  
Terrain:   forest,mountains,underground   Organization:   Solitary or company (5-8)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   8-10 HD (Large); 11-21 HD (Huge)  



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. The 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, the girallon seeks to tear a single opponent to bits as quickly as it can.

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


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002