Girallon (CR 6)

Large Magical Beast
Alignment: Always chaotic evil
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +6


AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Hit Dice: 7d10+20 (58 hp)
Fort +7, Ref +8, Will +5
Speed: 40 ft., climb 40 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: Claw 12 melee
Full Attack: 4 claws +12 melee and bite +7 melee
Damage: Claw 1d4+6, bite 1d8+3
Special Attacks/Actions: Rend 2d4+9
Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Special Qualities:
Feats: Iron Will; Toughness
Skills: Climb +14, Move Silently +8, and Spot +6
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Climate/Terrain: Warm forest
Organization: Solitary or company (5-8)
Treasure/Possessions: None

Source: Monster Manual

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.

Girallons attack anything that enters their territory, even others of their kind. Their senseless belligerence is the one characteristic that keeps their numbers check. Still, the creatures show some cunning.

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 sport 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.