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Large Magical Beast |
Hit Dice:
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7d10+20 (58 hp) |
Initiative:
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+3 |
Speed:
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40 ft. (8 squares), climb 40 ft. |
Armor Class:
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16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15 |
Base Attack/Grapple:
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+7/+17 |
Attack:
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Claw +12 melee (1d4+6) |
Full Attack:
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4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3) |
Space/Reach:
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10 ft./10 ft. |
Special Attacks:
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Rend 2d4+9 |
Special Qualities:
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Darkvision 60 ft., low-light vision, scent |
Saves:
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Fort +7, Ref +8, Will +5 |
Abilities:
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Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7 |
Skills:
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Climb +14, Move Silently +8, Spot +6 |
Feats:
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Iron Will, Toughness (2) |
Environment:
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Warm forests |
Organization:
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Solitary or company (5-8) |
Challenge Rating:
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6 |
Treasure:
|
None |
Alignment:
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Always neutral |
Advancement:
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8-10 HD (Large); 11-21 HD (Huge) |
Level Adjustment:
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- |
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.
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.
Find topic in: Epic, Magic, Rules of the Game |
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