Carcass Eater (CR 1/2)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Hit Dice: 1d8+3 (7 hp)
Fort +5, Ref +5, Will +1
Speed: 30 ft., burrow 10 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Bite +4 melee
Full Attack: 2 claws +4 melee and bite -1 melee
Damage: Bite 1d4-1, claw 1d2-1
Special Attacks/Actions: Blood frenzy
Abilities: Str 8, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Feats: Track; Weapon Finesse
Skills: Hide +7, Listen +3, and Spot +3
Advancement: 2 HD (Small)
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or throng (6-9)
Carcass eaters attack with their sharp claws and teeth.
Blood Frenzy (Ex): A carcass eater that deals damage in combat against a living creature scents blood, which causes it to fly into a frenzy the following round. While in a blood frenzy, a carcass eater gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. Sensing its victim's death, the carcass eater claws and bites until its opponent is brought to negative hit points, at which time the creature immediately gains an additional bite attack against its fallen foe. This attack automatically hits, dealing 1d4+1 points of damage (which takes into account the +4 Strength bonus). A carcass eater cannot end its rage voluntarily.
Skills: A carcass eater has a +4 racial bonus on Hide checks.