Dire Jackal (CR 2)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +5, and Spot +5
AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +6, Will +5
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +12
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d6+5
Special Attacks/Actions: Trip
Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8
Feats: Alertness; Track
Skills: Jump +10, Listen +5, Spot +5, and Survival +3
Advancement: 5-9 HD (Large); 10-12 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary or pair
Dire jackals hunt alone or in mated pairs. Like ordinary jackals, they chase prey until it is exhausted, or work together to flank their opponents.
Trip (Ex): A dire jackal that hits with a bite attack can attempt to trip its opponent (+9 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the dire jackal.
Skills: Dire jackals have a +4 racial bonus on Jump checks. jackals have a +4 racial bonus on Survival checks when tracking by scent.