Debased Girallon (CR 1)
True Chaotic - Medium - Magical Beast
- At first glance, these apes appear as cousins to gorillas, except with matted white fur and pale-complected, hairless faces. However, as they move, their second set of arms becomes obvious, four arms in total, which they use to great effect in combat and while climbing through the trees. Another distinguishing characteristic of girallons is the presence of jewelry, worn fetishes, tattooing of the face, and the occasional strings of trophies, usually collected from the corpse of a defeated foe. The average adult girallon stands approximately 6 feet tall, and weighs around 450 pounds.
- Girallons are intelligent among the beast-world, but were not granted the Spark of civilization like some other animalistic races. A few are capable of limited understanding of speech, but only of in the company of civilized folk long enough to pick it up. This is rare, as girallons are quite savage, feasting on the flesh of any who might stand against them, including other girallons. While they have been known to cook their food first, most find this unnecessary, and needlessly complicated when just eating it on the spot is so clearly effective. Some girallons have been known to behave almost spiritually around certain natural sources of power, such as a particularly ancient tree, a faerie circle, or an old cromlech in the forest. They have been known to leave offerings to these totems of spiritual power, though it is unclear what they hope to gain from such actions. Girallons have also been known to use weapons, often picking up a fallen branch to club someone with, or gain some additional reach, but rarely as any sort of pre-planned improvement to their own natural attacks.
- Girallons are communal animals, living in packs (sometimes called troops). They frequently have a single alpha who leads them and commands their respect, but within the larger packs, there is always a pecking order of lieutenants, and sub-alphas. Each girallon, male or female, assets what dominance they can in order to gain standing within the pack. This leads to a constant state of internal bickering, and sometimes even blood feuds among those closely matched, until one finally kills the other. More typically, however, these maneuvers for standing in the troop are resolved by 'friendly' wrestling matches (often started without any warning). In cases where the difference in strength is significant, the weaker girallon yields quickly to their superior long before any real injury can be sustained.
- Debased girallons are those near the bottom of the pecking order of their pack. They are either lazy, or weak (compared to their peers). They often band together with other debased girallons to try to achieve some standing through collaborative strength, though their savage natures often make these unions of convenience quite brief. Inevitably, one girallon will grow jealous with another in the group and the bickering will lead to a breaking up of their unity.
- In other cases, stronger girallons have been known to coerce the debased girallons into performing menial tasks for them, in exchange for protection. Whatever the circumstance, debased girallons have little hope of bettering their position in the troop, and instead behave opportunistically, looking for anything which might give them some immediate gain or advantage, no matter how temporary.
- Init: +5
- Ambush Chance: 10+ on d20 (req's 1 minute prep)
- AC: 14
- Maneuver Defense (MD): 16
- Hit Points: 23 (Bloodied Value: 11) Hit Dice: 2
- Fort: +4 Refl: +2 Will: +1
- Special Defenses:
- Strong Against:
- Weak Against:
- Space / Reach: 5 ft. / 5 ft.
- Standard Attack:
- Full Attack:
- Standard Ranged:
- 1x Flung Debris +5 (1d6/x2) as bludgeoning (physical, common) (Increment: 20 ft.; Max Range: 100 ft.)
- Full Ranged:
- 2x Flung Debris +5 (1d6/x2) as bludgeoning (physical, common) (Increment: 20 ft.; Max Range: 100 ft.)
- Maneuver Offense: +4
- Siege Damage: Not siege capable
- Special Attacks: Assertion of Dominance
- Str: 21 Dex: 17 Con: 18 Int: 7 Wis: 11 Cha: 14
- Feats: Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
- Languages: -
Assertion of Dominance (Su, Mind-Affecting)
- Girallons have an almost-psychic ability to dominate lesser foes. Once per encounter, after successfully striking an adjacent enemy with a melee attack, the girallon can beat on its chest and left forth a mighty roar as a swift action. As it does so, it may make an Intimidate check against the target's Maneuver Defense. If the result equals or exceeds the target's value, the target becomes Charmed until the end of the encounter (or until the girallon attacks the target again, which, while foolish, they might just do).
- If the girallon's Intimidate check is less than the target's maneuver defense, the target is instead only Influenced for 1 round.
- Both Charmed and Influenced victims are compelled to obey the same command: "kneel in submission (become Quelled) before me".
- This is a mind-affecting effect, but it is non-verbal (neither language-dependent, nor sonic), and is not a fear effect.
- Debased girallons are careful predators. They will seek out battles with lesser species, rather than attempting to challenge their peers. This makes them quite hazardous to any passing humanoids unless those humanoids are very obviously too dangerous to mess with.
- The girallons are perfectly willing to throw branches, rocks, and other found debris at enemies, if the enemy seems unwilling to fight in melee. However, they are even more happy to fight in melee, where they can use their Assertion of Dominance power to cow their victims into subservience. In most cases, debased girallons are too inexperienced with lackeys to know better than to just attack them, even after they show their submission (which breaks the Influenced or Charmed condition), though a sufficiently obsequious inferior may gain the girallon's (temporary) favor and lenience.
- Debased girallons will run from any fight they are clearly losing, but are somewhat slow to realize they are losing against feeble opponents like humanoids. Since a humanoid beating a girallon in a fair fight should be nearly impossible, in their opinion.
Out of Combat
- Girallons have very rigidly observed hierarchies in their troops, which affects everything from who gets to live in the best parts of the shelter/cave, to who gets to eat first. Most girallons will lash out at a lower member of their tribe for the least provocation or sign of disrespect. Similarly, lower-ranked girallons who feel they have discovered an advantage (such as a really good stick) might choose to ambush a fellow girallon who is slightly higher-ranked than them, in order to move up the pecking order (for a while). Alpha girallons will usually only intervene in these petty squabbles if it looks like one girallon might kill another, and weaken the troop.
- Girallons have been known to attack en masse against invaders of their territory, fiercely defending their homes. They will also wage very bloody wars against other troops of girallons who fail to submit and join them. Thus, even though girallons are fairly prolific breeders, their high mortality rate keeps their populations small. As a result, they are a fairly rare sight for most travelers.
- XP: 400
- Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
- Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20: Result Remnant Found (If Any) 1 - 10 Nothing Found 11 - 14 1 Languid Remnant (tier 1) 15 - 17 1 Pale Remnant (tier 2) 18 - 19 1 Bright Remnant (tier 3) 20 Roll on Table 2 Table 2: Roll a d20: Result Remnant(s) Found 1 - 5 3 Languid Remnants (tier 1) 6 - 10 3 Pale Remnants (tier 2) 11 - 14 1 Intense Remnant (tier 4) 15 - 17 1 Blazing Remnant (tier 5) 18 - 19 1 Vital Remnant (tier 6) 20 Roll on Table 3 Table 3: Roll a d20: Result Remnant(s) Found 1 - 5 3 Bright Remnants (tier 3) 6 - 8 3 Intense Remnants (tier 4) 9 - 11 3 Blazing Remnants (tier 5) 12 - 14 3 Vital Remnants (tier 6) 15 - 17 1 Prime Remnant (tier 7) 18 - 19 1 Mythic Remnant (tier 8) 20 1 Empyrean Remnant (tier 9)