Megaraptor (CR 6)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +12, and Spot +12
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 8d8+43 (79 hp)
Fort +10, Ref +8, Will +4
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +15
Attack: Talons +10 melee
Full Attack: Talons +10 melee and 2 foreclaws +5 melee and bite +5 melee
Damage: Talons 2d6+5, foreclaw 1d4+2, bite 1d8+2
Special Attacks/Actions: Pounce
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Feats: Run; Toughness; Track
Skills: Hide +9, Jump +27, Listen +12, Spot +12, and Survival +12
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Climate/Terrain: Warm forest
Organization: Solitary, pair or pack (3-6)
This creature is simply a larger version of the deinonychus, with the same habits and abilities.
A megaraptor uses a terrible combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and raking with its rear talons as it claws and bites. The rakes count as one attack. A megaraptor often jumps on top of a larger creature and holds on with its front claws while continuing to rake with the rear talons. When charging, a megaraptor uses only its rake attack, dealing 2d8+7 points of damage.
Skills: A megaraptor receives a +8 racial bonus to Hide, Jump, Listen, Spot, and Survival checks.