Cliff Raptor (CR 3)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 4d8+12 (30 hp)
Fort +7, Ref +7, Will +3
Speed: 60 ft., climb 60 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Talons +6 melee
Full Attack: Talons +6 melee and bite +4 melee and 2 claws +4 melee
Damage: Talons 1d6+1, bite 1d6, claws 1d4
Special Attacks/Actions: Leap
Abilities: Str 13, Dex 17, Con 16, Int 2, Wis 14, Cha 11
Special Qualities: surefooted
Feats: Multiattack; Weapon Finesse
Skills: Balance +13, Climb +17, Jump +15, and Tumble +18
Advancement: 5-8 HD (Medium), 9-12 (Large)
Climate/Terrain: Temperate mountains
Organization: Solitary, pair, or pack (3-8)
Leap (Ex): A cliff raptor that drops at least 10 feet before making an attack against a target gains a +2 bonus on attack rolls with its talons. If it hits, it deals an additional 2d6 points of damage.
Surefooted (Ex): The cliff raptor is especially surefooted, and it always lands upright and on its feet after taking a fall. Additionally, cliff raptors treat any fall as being 20 feet shorter than the actual height fallen for the purposes of determining falling damage. A cliff raptor gains a +4 racial bonus to resist being bull-rushed or tripped.
Skills: Cliff raptors gain a +8 racial bonus on all Balance and Tumble checks. They gain a +16 racial bonus (+8 for having a climb speed plus an extra +8 bonus) on all Climb checks. In addition, they can always choose to take 10 on Climb checks, even if rushed or threatened.
Cliff raptors prefer to begin combat with their leap, and they jump down upon their prey from above. If the victim of such a leap survives the next few rounds of combat, the raptor usually tries to clamber up above and leap down again to finish the prey off.