Cheetah (CR 2)
Alignment: Always neutral
Initiative: +4 (Dex); Senses: low-light vision, scent, Listen +4, and Spot +4
AC: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +7, Will +2
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Bite +6 melee
Full Attack: Bite +6 melee and 2 claws +1 melee
Damage: Bite 1d6+3, claw 1d2+1
Special Attacks/Actions: Trip
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Special Qualities: sprint
Feats: Weapon Finesse
Skills: Hide +6, Listen +4, Move Silently +6, and Spot +4
Advancement: 4-5 HD (Medium-size)
Climate/Terrain: Warm plains
Organization: Solitary, pair or family (3-5)
Cheetahs make sudden sprints to bring down prey.
Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah.
Sprint (Ex): Once an hour, a cheetah can take a charge action to move ten times its normal speed (500 feet).