Raven, Giant (CR 2)

Large Magical Beast
Alignment: Always neutral
Initiative: +4 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +4, and Spot +7*


AC: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Hit Dice: 3d10+3 (19 hp)
Fort +4, Ref +7, Will +2
Speed: 20 ft., fly 70 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +10
Attack: Bite +5 melee
Full Attack: Bite +5 melee, 2 claws +3 melee
Damage: Bite 1d8+3, Claws 1d4+1
Special Attacks/Actions: -
Abilities: Str 16, Dex 19, Con 13, Int 12, Wis 12, Cha 10
Special Qualities: evasion
Feats: Flyby Attack; Multiattack
Skills: Bluff +3, Listen +4, Sense Motive +4, Spot +7*, and Survival +4
Advancement: 4-9 HD (large)
Climate/Terrain: Cold mountains
Organization: Solitary, pair, or flock (2-20)
Treasure: None

Source: Frostburn

Combat

When fighting without a rider a giant raven prefers to harry its enemy by swooping close to strike and then quickly retreating, rather than enter a stand-up fight. The bird is capable of diving onto targets from a great height, using its sharp beak and daggerlike talons to slash at an opponent's face. A mated pair attacks in concert, fighting to the death to defend their nest, young, or eggs. Several giant ravens sometimes band together to defend their nesting grounds against predators or egg raiders.

Evasion (Ex): If exposed to any effect that normally allows a Reflex save for half damage, a giant raven takes no damage with a successful saving throw.

Skills: *Giant ravens receive a +4 racial bonus on Spot checks during daylight hours.