Lirr (CR 4)
Large Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +5, and Spot +5
AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Hit Dice: 5d10+10 (37 hp)
Fort +6, Ref +7, Will +2
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +5; Grapple +14
Attack: Bite +10 melee
Full Attack: Bite +10 melee (1d8+5) and 2 claws +4 melee (1d4+2)
Damage: Bite 1d8+5, claws 1d4+2
Special Attacks/Actions: Pounce, improved grab, rake, stunning roar
Abilities: Str 25, Dex 17, Con 14, Int 2, Wis 12, Cha 6
Feats: Alertness; Weapon Focus (bite)
Skills: Balance +7, Hide -1, Listen +5, Move Silently +11, and Spot +5
Advancement: 6-8 HD (Large)
Climate/Terrain: Warm deserts (Athas)
Organization: Solitary, pair, or pack (3-12)
Pounce (Ex): If a lirr charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability a lirr 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.
Rake (Ex): Attack bonus +7 melee, damage 2d4+2.
Stunning Roar (Su): A lirr can loose a devastating roar once every 1d4+1 rounds. All creatures (including other lirrs) within a 20-foot cone must succeed on a DC 14 Will save or be stunned for 1 round. The save DC is Constitution-based.
Skills: Lirrs have a +4 racial bonus on Balance and Move Silently checks.
A pack of lirrs spreads out when it hunts since the creatures aren't immune to the stunning roars of other lirrs. They are wary of stunning each other, so they often circle around an enemy, roar in unison during the surprise round, and then pounce on their quarry.