Girallon

Large Magical Beast
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: Darkvision 60 ft., low-light vision, scent
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Move Silently +8, Spot +6; racial bonuses
Feats: Iron Will, Toughness (2)
Environment: Warm forests
Organization: Solitary or company (5–8)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:

At first glance, this creature looks like an albino gorilla, but it has four arms. It also has razor-sharp teeth and long claws.

Girallons are savage, magical cousins of the gorilla. They are aggressive, bloodthirsty, highly territorial, and incredibly strong. 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

Girallons attack anything that enters their territory, even others of their kind. Their senseless belligerence is the one characteristic that keeps their numbers in 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 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.

Source: Monster Manual (version 3.5), page 126.