Dire Puma (CR 4)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, scent, Listen +5, and Spot +5
AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Hit Dice: 6d8+24 (51 hp)
Fort +9, Ref +8, Will +6
Speed: 50 ft., climb 20 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +13
Attack: Bite +9 melee
Full Attack: Bite +9 melee and 2 claws +3 melee
Damage: Bite 1d8+5, Claw 1d6+2
Special Attacks/Actions: Improved grab, pounce, rake 1d6+2
Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Feats: Alertness; Track; Weapon Focus (bite)
Skills: Balance +11, Climb +21, Hide +3*, Listen +5, Move Silently +7, and Spot +5
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Climate/Terrain: Warm hills
Organization: Solitary or pair
Dire pumas spring upon their prey from a height if possible. They hunt at night.
Improved Grab (Ex): To use this ability, a dire puma must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire puma charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9, damage 1d6+2.
Skills: Dire pumas have a +8 racial bonus on Jump checks and a +4 racial bonus on Move Silently checks. Dire pumas have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on a Climb check, even if rushed or threatened. *Dire pumas have a +4 racial bonus on Hide checks at night or in dark areas.