Cliff Raptor (CR 3)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 4d8+12 (30 hp)
Fort +7, Ref +7, Will +3
Speed: 60 ft., climb 60 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Talons +6 melee
Full Attack: Talons +6 melee and bite +4 melee and 2 claws +4 melee
Damage: Talons 1d6+1, bite 1d6, claws 1d4
Special Attacks/Actions: Leap
Abilities: Str 13, Dex 17, Con 16, Int 2, Wis 14, Cha 11
Special Qualities: surefooted
Feats: Multiattack; Weapon Finesse
Skills: Balance +13, Climb +17, Jump +15, and Tumble +18
Advancement: 5-8 HD (Medium), 9-12 (Large)
Climate/Terrain: Temperate mountains
Organization: Solitary, pair, or pack (3-8)
Cliff raptors prefer to begin combat with their leap, and they jump down upon their prey from above. If the victim of such a leap survives the next few rounds of combat, the raptor usually tries to clamber up above and leap down again to finish the prey off.
Leap (Ex): A cliff raptor that drops at least 10 feet before making an attack against a target gains a +2 bonus on attack rolls with its talons. If it hits, it deals an additional 2d6 points of damage.
Surefooted (Ex): The cliff raptor is especially surefooted, and it always lands upright and on its feet after taking a fall. Additionally, cliff raptors treat any fall as being 20 feet shorter than the actual height fallen for the purposes of determining falling damage. A cliff raptor gains a +4 racial bonus to resist being bull-rushed or tripped.
Skills: Cliff raptors gain a +8 racial bonus on all Balance and Tumble checks. They gain a +16 racial bonus (+8 for having a climb speed plus an extra +8 bonus) on all Climb checks. In addition, they can always choose to take 10 on Climb checks, even if rushed or threatened.