Girallon | Size & Type (subtype): | Large Beast | Hit 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) |
| Description: |
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.
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.
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