Dire Vulture (CR 3)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: low-light vision, scent, Listen +4, and Spot +12
AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Hit Dice: 6d8+42 (69 hp)
Fort +12, Ref +6, Will +7
Speed: 20 ft., fly 80 ft. (average)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +11
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 1d8+4
Special Attacks/Actions: Stench
Abilities: Str 16, Dex 13, Con 25, Int 2, Wis 14, Cha 4
Special Qualities: resistance to disease
Feats: Alertness; Flyby Attack; Track
Skills: Listen +4, Spot +12, and Survival +11
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary or flock (4-20)
Dire vultures are much more aggressive than mundane vultures, and one might attack, a creature that is two or more size categories smaller than itself.
Stench (Ex): Scraps of rotting flesh cling to a dire vulture's feathers, and the fetid wind of its wings can fell even the hardiest opponent. A creature within 20 feet of a dire vulture must succeed on a DC 20 Fortitude save or be sickened for 1d6 rounds. A creature that successfully saves can't be affected by that dire vulture's stench ability for 24 hours. The save DC is Constitution-based.
Resistance to Disease (Ex): A dire vulture has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.
Skills: A dire vulture has a +4 racial bonus on Spot and Survival checks.