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|Hit Dice:||7d10+14 (52 hp)|
|Speed:||40 ft., climb 40 ft.|
|AC:||16 (-1 size, +3 Dex, +4 natural)|
|Attacks:||4 claws +12 melee, bite +7 melee|
|Damage:||Claw 1d4+8, bite 1d8+4|
|Face/Reach:||5 ft. by 5 ft./10 ft.|
|Special Attacks:||Rend 2d4+12|
|Saves:||Fort +7, Ref +8, Will +3|
|Abilities:||Str 26, Dex 17, Con 14, Int 2, Wis 12, Cha 7|
|Skills:||Climb +16, Move Silently +8, Spot +7|
|Climate/Terrain:||Warm forest, mountains, and underground|
|Organization:||Solitary or company (5-8)|
|Advancement:||8-10 HD (Large); 11-21 HD (Huge)|
CombatA 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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