Dire Tiger, Vivacious* (CR 11)
AC: 12 (-1 size, +2 Dex, +1 deflection), touch 12, flat-footed 10
Hit Dice: 16d8+64 (136 hp)
Fort +13, Ref +12, Will +11
Speed: 40 ft., fly 40 ft. (perfect)
Space: 10 ft./5 ft.
Base Attack +12; Grapple +16
Attack: Claw +10 melee or +15 positive energy ray
Full Attack: 2 claws +10 melee (2d4 against ethereal foes and bite +4 melee, or +15 positive energy ray
Damage: 2 claws 2d4 against ethereal foes, bite 2d6+4 against ethereal foes, positive energy ray 1d4+1 positive energy
Special Attacks/Actions: Improved grab, pounce, rake 2d4 (against ethereal foes)
Abilities: Str -, Dex 15, Con 19, Int 3, Wis 12, Cha 12
Special Qualities: Fast healing 5, outsider traits, positive adaptation, positive energy aura, SR 31 against negative energy effects
Feats: Alertness; Improved Natural Attack (claw); Improved Critical (positive energy ray); Run; Stealthy; Weapon Focus (positive energy ray)
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, and Swim +10
Advancement: 17-32 HD (Large); 33-48 (Huge)
Climate/Terrain: Positive Energy Plane
Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Positive Energy Ray (Su): A vivacious creature can fire a positive energy ray once every 1d4 rounds with a range of 60 feet. With a successful ranged touch attack, the vivacious creature infuses a target with positive energy equal to 1d4 + its Cha modifier. This attack damages undead and heals living creatures. Creatures that exceed their full normal hit points from this effect need to make Fortitude saves as if in a positive-dominant environment.
Fast Healing (Ex): Vivacious creatures regain hit points at a rate of 5 hit points per round.
Limited Spell Resistance (Negative Energy) (Ex): A vivacious creature has spell resistance equal to 15 + Hit Dice (maximum 35) against any spell or spell-like ability that uses negative energy, including inflict spells.
Outsider Traits: A vivacious creature cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.
Positive Adaptation (Ex): Vivacious creatures do not exceed their full normal hit points or need to make Fortitude saves due to being in a positive-dominant environment.
Positive Energy Aura (Su): Any living creature within 10 feet of a vivacious creature gains I hit point per round due to the aura of positive energy surrounding it. Creatures that exceed their full normal hit points from this effect steed to make Fortitude saves as if in a positive-dominant environment. Creatures with immunity to positive energy effects, as well as other vivacious creatures, are not affected by this aura. If conscious, a vivacious creature can suppress this aura as a standard action, but the creature takes 1 point of Strength damage for each full minute that the aura is inactive. The aura always functions while the creature is unconscious.
Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth (not likely on the Positive Energy Plane), the Hide bonus improves to +8.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.