Deinonychus (CR 3)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: scent, low-light vision, Listen +10, and Spot +10
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 4d8+16 (34 hp)
Fort +8, Ref +6, Will +2
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +7
Attack: Talons +7 melee
Full Attack: Talons +7 melee and 2 foreclaws +2 melee and bite +2 melee
Damage: Talon 1d8+4, foreclaw 1d3+2, bite 2d4+2
Special Attacks/Actions: Pounce
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Feats: Run; Track
Skills: Hide +12, Jump +26, Listen +10, Spot +10, and Survival +10
Advancement: 5-8 HD (Medium)
Climate/Terrain: Warm forest
Organization: Solitary, pair or pack (3-6)
A deinonychus uses a terrible combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and raking with its rear talons as it claws and bites. The rakes count as one attack. A deinonychus often jumps on top of a larger creature and holds on with its front claws while continuing to rake with the rear talons.
The deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics. When charging, it uses only its rake attack, dealing 2d6+6 points of damage.
Skills: A deinonychus receives a +8 racial bonus to Hide, Jump, Listen, Spot, and Survival checks.