Vulture, Giant (CR 3)

Large Magical Beast
Alignment: Usually neutral good
Initiative: +1 (Dex); Senses: low-light vision and Spot +15


AC: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Hit Dice: 2d10+2 (16 hp)
Fort +5, Ref +7, Will +3
Speed: 10 ft., fly 80 ft. (average)
Space: 10 ft./ 5 ft.
Base Attack +4; Grapple +12
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d4, bite 1d6+2
Special Attacks/Actions: -
Abilities: Str 18, Dex 17, Con 12, Int 2, Wis 14, Cha 10
Special Qualities: evasion
Feats: Alertness
Skills: Knowledge (nature) +1, Spot +15, and Survival +4
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Climate/Terrain: Temperate mountains
Organization: Solitary or flock (2-12)
Treasure/Possessions: None

Source: Converted

Resistance to Disease (Ex): A 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 vulture has a +4 racial bonus on Spot and Survival checks.

Vultures are not aggressive, except over a food source. They can home in on rotting flesh from miles away, flocking in large numbers and fighting over the food among themselves and other scavengers. If another nearby creature is close to death when the flock arrives, the vultures are not above helping it along.