Jhakar (CR 3)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +6, and Spot +6
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 3d8+15 (28 hp)
Fort +7, Ref +5, Will +2
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Bite +4 melee
Full Attack: Bite +4 melee (1d6+2) and 2 claws -1 melee (1d4+1)
Damage: Bite 1d6+2, claws 1d4+1
Special Attacks/Actions: Trip
Abilities: Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Feats: Alertness; Toughness; Track
Skills: Listen +6 and Spot +6
Advancement: 4-5 HD (Large)
Climate/Terrain: Warm deserts (Athas)
Organization: Solitary or pack (2-8)
The favorite tactic of a pack of jhakars is for the pack leader to clamp its jaws on the prey and drag it down. Then the rest of the pack either attacks immediately or forms a ring around the unfortunate foe to prevent escape.
Trip (Ex): A jhakar that hits with a bite attack can attempt to trip the opponent (+2 check bonus) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the jhakar.