XP 6,400
CE Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +11
DEFENSE
AC 24, touch 12, flat-footed 21 (+4 armor, +3 Dex, +8 natural, -1 size)
hp 114 (12d10+48)
Fort +12, Ref +11, Will +8
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 19
OFFENSE
Speed 30 ft., climb 30 ft. (40-ft. base)
Melee mwk throwing axe +16/+11/+6 (1d8+5), 3 mwk throwing axes +16 (1d8+2), bite +11 (1d8+2) or bite +16 (1d8+5), 4 claws +16 (1d6+5 plus rend)
Ranged 4 mwk throwing axes +16 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (4 claws +16, 1d6+7)
Spell-Like Abilities (CL 14th, concentration +16)
STATISTICS
Str 21, Dex 17, Con 18, Int 12, Wis 14, Cha 14
Base Atk +12; CMB +18; CMD 31
Feats Cleave, Combat Reflexes, Iron Will, Multiweapon Fighting, Power Attack, Weapon Focus (throwing axe)
Skills Climb +20, Intimidate +11, Knowledge (religion) +14, Perception +11, Stealth +6, Survival +11
Languages Abyssal, Common, Polyglot
SQ martial training
Gear masterwork hide armor, masterwork throwing axes (8), leather axe harness
SPECIAL ABILITIES
Martial Training (Ex)
Because of their high intelligence, high girallon are proficient with light and medium armors, simple weapons, and one martial weapon of choice.