Fiendish Girallon (3.5e Creature)

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Fiendish Girallon
Size/Type: Large Magical Beast (Extraplanar)
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: low-light vision, scent, Darkvision 60ft, Resistance to cold and fire 5, Spell Resistance 12, Damage Reduction 5/magic
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +14, Move Silently +8, Spot +6
Feats: Iron Will, Toughness (2)
Environment: Warm forests in an evil-aligned plane
Organization: Solitary or company (5–8)
Challenge Rating: 7
Treasure: None
Alignment: Always evil (any)
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:
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More information...

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[edit]

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.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

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 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.



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