Senmurv (CR 3)
Large Magical Beast
Alignment: Always lawful good
Initiative: +4; Senses: darkvision 60 ft., low-light vision, scent, Listen +2, and Spot +2
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 3d10+12 (28 hp)
Fort +7, Ref +6, Will +2
Speed: 30 ft., fly 60 ft. (average)
Space: 10 ft./10 ft.
Base Attack +3; Grapple +13
Attack: Bite +8 melee
Full Attack: Bite +8 melee, or 2 claws +8 melee
Damage: Bite 1d8+9, claw 1d6+6
Special Attacks/Actions: Rend 2d6+6, smite evil, spell-like abilities
Abilities: Str 22, Dex 16, Con 19, Int 9, Wis 13, Cha 16
Feats: Flyby Attack; Improved Initiative
Skills: Hide +0, Listen +2, Move Silently +4, Sense Motive +2, and Spot +2
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Climate/Terrain: Any mountain and forest
Organization: Solitary, flight (2-5), or flock (11-20)
Senmurvs are experts an diving into combat for deadly strikes before retreating to safety. They typically strafe an opponent a few times before closing into melee. When they do, they latch on with both claws and rend, dealing terrible damage.
A senmurv can carry a rider and gear weighing no more than 200 pounds. Senmurvs do not tolerate saddles well, so the rider must learn to do without.
Rend (Ex): if a senmurv hits a single target with both claws, in latches onto the opponent's body and tears the flesh. This attack deals 2d6+6 points of damage.
Smite Evil (Su): Once per day a senmurv can make a normal attack no deal additional damage equal to its HD total (maximum of +20 additional damage) against an evil foe.
Spell-like Abilities: An will - detect good, detect evil.
Scent (Ex): A senmurv can detect approaching enemies, sniff out hidden foes, and track by sense of smell.