Dire Jackal (CR 2)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +5, and Spot +5
AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +6, Will +5
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +3; Grapple +12
Attack: Bite +7 melee
Full Attack: Bite +7 melee
Damage: Bite 1d6+5
Special Attacks/Actions: Trip
Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8
Feats: Alertness; Track
Skills: Jump +10, Listen +5, Spot +5, and Survival +3
Advancement: 5-9 HD (Large); 10-12 HD (Huge)
Climate/Terrain: Warm deserts
Organization: Solitary or pair
Trip (Ex): A dire jackal that hits with a bite attack can attempt to trip its opponent (+9 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the dire jackal.
Skills: Dire jackals have a +4 racial bonus on Jump checks. jackals have a +4 racial bonus on Survival checks when tracking by scent.
Dire jackals hunt alone or in mated pairs. Like ordinary jackals, they chase prey until it is exhausted, or work together to flank their opponents.