Dire Liger
Size/Type: Large Animal
Hit Dice: 22d8+66 [165 HP] 176 If PCs always can get high average HP or better on level up)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +16/+29
Attack: Claw +25 melee (2d4+8)
Full Attack: 2 claws +25 melee (2d4+8) and bite +22 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+4
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +15, Will +14
Abilities: Str 28, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +11*, Jump +14, Listen +4, Move Silently +15, Spot +5, Swim +10
Feats: Improved Natural Attack (claw), Improved Natural Attack (bite), Multiattack, Power Attack, Run, skill focus [move silently], Stealthy, Weapon Focus (claw),
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 23-32 HD (Large); 33-48 (Huge)
Level Adjustment: —
Dire ligers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.
Dire ligers grow to be over 14 feet long and can weigh up to 9,000 pounds.
Combat
A dire liger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.
A Dire liger frequently uses power attack, sacrificing 8 points of its attack bonus for +8 to damage. If it fails to hit, or the only available prey is encased in stone or metal, it attacks normally. Claws +17 to hit, 2d4+16 damage; bite +14 to hit, 2d6+12 damage; Rake + 14 to hit, 2d4+12 damage.
Improved Grab (Ex)
To use this ability, a dire liger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex)
If a dire liger charges, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus +22 melee, damage 2d4+4.
Skills
Dire ligers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.