Which Edition of D&D had the best design/artwork of a Girallon?
Third Edition
Fourth Edition
Fifth Edition
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Which Edition of D&D had the best design/artwork of a Girallon?
Third Edition
Fourth Edition
Fifth Edition
Wandering monsters in OD&D, from Dungeons & Dragons Vol 3: The Underworld & Wilderness Adventures by Gygax and Arneson, TSR, 1974:
Each movement turn in the underworld is 10 minutes, at the end of which the referee rolls 1d6. A wandering monster encounter occurs on a "6." (Note the use of "referee" throughout the original rules. The term "dungeon master" was introduced in the California gaming scene and made its way back to Lake Geneva by 1975.)
Monsters are divided into 6 "monster levels" for purposes of determining the encounter type. The referee first rolls 1d6 to determine which monster level table to consult, then rolls a different die to determine the exact monster type. It is possible to encounter a level 4 monster like a group of ogres on dungeon level 1, or a level 2 monster such as zombies on dungeon level 3.
Many of the encounters are with NPCs, described by the titles of different classes and character levels -- Thaumaturgists, Myrmidons, Superheros.
The "Thoul" on the level 2 table was not mentioned anywhere else in the original OD&D set. Moldvay's Basic Set (1981) seems to be the first core book in any version of D&D to describe this "magical combination of a ghoul, a hobgoblin, and a troll."
Among the level 4 monsters we find "White Apes," the 6-limbed creatures of Barsoom in Burroughs' John Carter stories that also could occur in the wilderness, and which still exist in 5e as the girallon. (Edit: Stats & descriptions of these also are missing from these rules, leaving the referee to adapt them from literature. Moldvay included white ape stats in his 1981 Basic rules, though he did not describe them having extra arms.)
The "Balrogs" on the level 6 table are one of several references to balrogs, hobbits, ringwraiths, etc that TSR mostly removed from reprints after receiving notice from the Tolkien estate, though some mentions in tables were overlooked and remained through all printings.
Further rules explain how to adjust monster numbers to suit the party level and size, when surprise occurs, how the party might avoid combat, and possible reactions of intelligent monsters to the party.
Girallons are magical beasts from Dungeons & Dragons. They resemble four-armed gorillas.
Girallons typically stand around eight feet tall and have white hair. They are more intelligent than simple animals, and have a savage temperament. They dwell in temperate forests, hiding from their prey until they can attack without warning. Smaller victims will be taken out of the way of rivals, while larger opponents will be torn apart by the girallon's four arms.
Image source.
Monster master list.
Suggest a spook.
Six more monsters are in the SHOP!
This is a pack of large monsters, an ogre, ettin, troll, minotaur, oni and girallon.
Second pic and castle by PapierSchnitzel
Dear Blath,
I hope this letter reaches you well, and hopefully not too damp from the relentless humidity. This mountain is atrocious. Should you decide on the location of your next ‘adventure-holiday’, this ought to be your number one choice.
We’re approaching the summit now, perhaps a day’s journey away now and the view is spectacular. I am glad to be able to rest now. The guide insisted we keep moving through the night to avoid some of the more dangerous creatures that live in the upper reaches of the forest. At one point during the night I spotted one such monster which the guide had warned us about, a girallon. It had six huge limbs and was covered in thick silvery hair. When it opened its snake-like jaws to roar I could make out a number of large, sharp tusks. Judging from its large stomach and, what I believe to be breasts, this girallon was likely a mother attempting to protect its young.
I am thankful we were not any closer to it as I have heard these beasts roam in packs and this one seemed particularly angry with our presence.
Expect another letter when I reach the summit. Hopefully I will return to the college soon and we can discuss my trip in further detail.
From halfway up a mountain,
Your friend,
Orel Bersk
Better leave the letter out to dry longer, it nearly soaked my desk. Wouldn’t have hurt her to wait until she was down the mountain to send this, honestly.
-Blath
“White Apes: These are terrible monsters with a cunning almost equal to human. Many seem to have a rough tribal organization, and those that do always use stone (or some other form of) clubs. . . They infest the abandoned cities of Barsoom, and they are also found in many other places.” The 6-armed white apes of Barsoom were said to be a favorite monster of Gary Gygax, eventually reappearing as D&D’s girallon. (Greg Bell, Warriors of Mars by Gygax and Blume, TSR, 1974)
Wilderness Wandering Monsters: Men. For random encounters with humans in a desert roll a D6; for encounters on Mars roll a D12. (Original D&D Volume 3: The Underworld & Wilderness Adventures, Gygax and Arneson, Tactical Studies Rules, 1974) Early D&D makes several references to the Mars of Burroughs’ John Carter stories, including the “Optional Arid Plains” encounter list which is entirely Barsoom creatures and Green Martians (Tharks):
The 6-limbed white apes of Barsoom were one of Gary Gygax’s favorite encounters. They reappeared in 3rd edition as girallon, and lurk now in the jungles of Chult in the Tomb of Annihilation campaign.
The “Optional Swamps” list allows for a lost world of dinosaurs, while the “Optional Mountains” is an ice age land of Pleistocene megafauna.
DND Monsters: Girallon
From: Tomb of Annihilation Volo's Guide to Monsters and Mordenkainen Presents: Monsters of the Multiverse
Large Monstrosity, Unaligned
AC 13
HP 59 (7d10 + 21)
Speed 40 ft., Climb 40 ft.
Str 18 +4 Dex 16 +3 Con 16 +3 Int 5 -3 Wis 12 +1 Cha 7 -2
Skills Perception +3, Stealth +5
Senses Darkvision 60 ft.
CR 4
Traits
Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
Keen Smell. The girallon has advantage on Perception checks that rely on smell.
Actions
Multiattack. The girallon makes five attacks: one with its bite and four with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Monsters of the Multiverse
Large Monstrosity, Unaligned
AC 13
HP 59 (7d10 + 21)
Speed 40 ft., Climb 40 ft.
Str 18 +4 Dex 16 +3 Con 16 +3 Int 5 -3 Wis 12 +1 Cha 7 -2
Skills Perception +5, Stealth +5
Senses Darkvision 60 ft.
CR 4
Actions
Multiattack. The girallon makes one Bite attack and four Claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Bonus Actions
Aggressive. The girallon moves up to its speed toward a hostile creature that it can see.