Bone protrusions and hardened plates cover the body of this inhuman monster. Its skeletal face leers down at you seconds before you are snatched into the air.

GNARL (CR 7; XP 3,200)
NE Large monstrous humanoid
Init +8; Senses darkvision 60 ft; Perception +13
AC 22, touch 14, flat-footed 17
(+4 Dex, +1 dodge, +8 natural, -1 size)
hp 105 (10d10+50)
Fort +8, Ref +11, Will +7
DR 5/piercing
Speed 40 ft., climb 30 ft.
Melee 2 claws +16 (1d6+7 plus grab), bite +16 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks dislocate
Str 24, Dex 18, Con 20, Int 8, Wis 11, Cha 6
Base Atk +10; CMB +18 (+22 grapple); CMD 33
Feats Dodge, Improved Initiative, Mobility, Throw Anything, Wind Stance
Skills Climb +15, Intimidate +11, Perception +13, Stealth +13
Languages Undercommon
Environment mountains, underground
Organization solitary or hunting party (2-5)
Treasure standard
Dislocate (Ex) When the gnarl would normally deal double damage from a critical hit with its claws it can chose instead to dislocate the opponent’s limb and deal normal damage plus 1d4 points of Str. A dislocated limb is useless until fixed with a DC 14 Heal check.
No Purchase (Ex) When grappling an opponent, the opponent is denied their Strength bonus for the purpose of breaking the grapple. Additionally, the gnarl can move at full speed while grappling and carrying a Medium or smaller creature.

Travelers that wish to traverse trails through the mountains often have to pay more than the standard rate, due to the secretive presence of the dastardly beast known as the gnarl. Gnarls inhabit terrain dominated by cliffs, caves, and ledges, as their favorite method of obtaining food is to nest above a mountain trail and ambush passers-by, grabbing lightly armored creatures with their long, scaly arms, and retreating to their shallow cave lairs for a quick meal.

A gnarl prefers to enter combat with the element of surprise, and rarely has the stomach for a stand-up fight in which it is outnumbered, as they typically hunt alone. A gnarl’s first attack is to strike with both claws, lifting prey to its mouth. Their arms are 12 feet long, on average, which makes it difficult for other defenders to get at the gnarl and help their friend in distress. These ‘eat and run’ tactics serve the gnarl race well.

The society of the gnarl, such as it is, is cruel and primitive, as gnarls see other races only as food. Families are led by the strongest female, who directs the males to hunt and retrieve prey, casting out females as they reach maturity. Though gnarl do not practice magic of any kind, they do believe in symbolic magic, and gnarl lairs are often decorated with crude art, depicting the hunt, done in blood or charcoal.

On Porphyra
Though appearing similar in form, there is no evolutionary relationship between the gnarl and the kripar (see Fehr’s Ethnology Collected). Gnarl are found throughout the mountains of Porphyra but there are large families common in the Mountains of Wrath.