Tyrg
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 50 ft (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d12+3)
Full Attack: Bite +8 melee (1d12+3) and 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Howl, rake 1d4+3
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +4 Ref +4 Will +1
Abilities: Str 16 Dex 17 Con 15 Int 6 Wis 12 Chr 10
Skills: Hide +, Listen +, Move Silently + (+6 bonus), Spot + – 8 total
Feats: Alertness plus 1 more
Environment: Any mountains, hills, and forest
Organization: Pair, pack (3-5) or pride (6-12 plus 1-4 young)
Challenge Rating: X
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +X
I took shade’s numbers and bumped the Str by +1 (compared tigers and dire wolves, dire wolves had Str 25 so I averaged them – also bumped Cha due to dire wolves’ higher score).
There are also skills and feats to consider of course:
Dire wolves have Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2 (+4 when tracking by scent) (racial bonus of +2 to Hide, Listen, Move Silently, and Spot); Alertness, Run, Track (B), Weapon Focus (bite)
Tigers have Balance +6, Hide +3 (+8 racial bonus in tall grass or heavy undergrowth), Listen +3, Move Silently +9, Spot +3, Swim +11 (racial bonus of +4 to Balance, Hide, and Move Silently); Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw)