Dinosaur, Fleshraker (CR 2)

Medium Animal
Alignment: Always neutral
Initiative: +4 (Dex); Senses: low-light vision and scent


AC: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +8, Will +3
Speed: 50 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Claw +6 melee
Full Attack: 2 claws +6 melee and bite +1 melee and tail +1 melee
Damage: Claws 1d6+3 plus poison, bite 1d6+1, tail 1d6+1 plus poison
Special Attacks/Actions: Leaping pounce, poison, rake 1d6+2
Abilities: Str 17, Dex 19, Con 15, Int 2, Wis 14, Cha 12
Special Qualities:
Feats: Improved Natural Attack (claw); Track
Skills: Hide +12* and Jump +24
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Climate/Terrain: Temperate forests
Organization: Solitary or pack (3-10)
Treasure: None

Source: Monster Manual III

Combat

A fleshraker prefers to begin each combat with a leaping pounce attack. A fleshraker tries to land on its target, pinning it to the ground so that it can savagely rip its prey apart as quickly as possible. If a target cannot be slain in a single leaping pounce attack, a fleshraker is likely to flee and let its debilitating poison have a chance to work, returning later when the prey is weakened.

A fleshraker cannot use its tail attack against an opponent it bites in the same round.

Leaping Pounce (Ex): When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker's incredible jumping ability makes its leaping pounce particularly deadly.

When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.

If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker's square, but it is not grappled or pinned.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.

Rake (Ex): Attack bonus +2 melee, damage 1d6+2.

Skills: Fleshrakers have a +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. *The Hide bonus increases to +10 in forested areas.