Fiendish Girallon CR 7
Always CE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +1, Spot +6
Languages —
AC 16 (−1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
hp 7d10+14 (52 hp); DR 5/magic
Fort Ref Will
Speed 40 ft. (8 squares), climb 40 ft.
Space/Reach 10 ft./10 ft.
Base Atk +7; Grp +17
Melee claw ()
Full Atk 4 claws () and bite ()
Attack Options Rend 2d4+9, Smite good
SQ low-light vision, scent, resistance to cold 5 and fire 5, SR 12
Abilities Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Feats Iron Will, Toughness (2)
Skills Climb +14, Move Silently +8, Spot +6
Advancement 8–10 HD (Large); 11–21 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary or company (5–8)
Treasure None
Summon Monster: Summon Monster VII
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +7 extra damage against an 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+9 points of damage.
Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Girallons are savage, magical cousins of the gorilla that dwell in warm forests and jungles.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster VII.