Ceratosaur (CR 7)

Huge Animal
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: low-light vision, scent, Listen +9, and Spot +10


AC: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Hit Dice: 14d8+59 (122 hp)
Fort +13, Ref +11, Will +6
Speed: 40 ft.
Space: 15 ft./10 ft.
Base Attack +10; Grapple +25
Attack: Bite +15 melee
Full Attack: Bite +15 melee
Damage: Bite 4d8+10
Special Attacks/Actions: Rend 2d8+10
Abilities: Str 24, Dex 14, Con 18, Int 2, Wis 15, Cha 10
Special Qualities:
Feats: Alertness; Improved Initiative; Run; Toughness; Track
Skills: Listen +9, Move Silently +8, and Spot +10
Advancement: 15-28 HD (Huge), 29-42 HD (Gargantuan)
Climate/Terrain: Warm forests
Organization: Solitary or pair
Treasure: None

Source: Serpent Kingdoms

Combat

The ceratosaur is not subtle in combat. It tries to catch prey by surprise, then relies on its speed and its powerful jaws to make the kill. If a pair of ceratosaurs is hunting together, one usually makes its presence known, causing prey to bolt into the waiting clutches of ifs partner.

Rend (Ex): A ceratosaur that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent's body and shaking it to tear the flesh. This attack automatically deals 2d8+10 points of damage.