Senmurv (CR 3)
Large Magical Beast
Alignment: Always lawful good
Initiative: +4; Senses: darkvision 60 ft., low-light vision, scent, Listen +2, and Spot +2
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 3d10+12 (28 hp)
Fort +7, Ref +6, Will +2
Speed: 30 ft., fly 60 ft. (average)
Space: 10 ft./10 ft.
Base Attack +3; Grapple +13
Attack: Bite +8 melee
Full Attack: Bite +8 melee, or 2 claws +8 melee
Damage: Bite 1d8+9, claw 1d6+6
Special Attacks/Actions: Rend 2d6+6, smite evil, spell-like abilities
Abilities: Str 22, Dex 16, Con 19, Int 9, Wis 13, Cha 16
Feats: Flyby Attack; Improved Initiative
Skills: Hide +0, Listen +2, Move Silently +4, Sense Motive +2, and Spot +2
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Climate/Terrain: Any mountain and forest
Organization: Solitary, flight (2-5), or flock (11-20)
Rend (Ex): if a senmurv hits a single target with both claws, in latches onto the opponent's body and tears the flesh. This attack deals 2d6+6 points of damage.
Smite Evil (Su): Once per day a senmurv can make a normal attack no deal additional damage equal to its HD total (maximum of +20 additional damage) against an evil foe.
Spell-like Abilities: An will - detect good, detect evil.
Scent (Ex): A senmurv can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Senmurvs are experts an diving into combat for deadly strikes before retreating to safety. They typically strafe an opponent a few times before closing into melee. When they do, they latch on with both claws and rend, dealing terrible damage.
A senmurv can carry a rider and gear weighing no more than 200 pounds. Senmurvs do not tolerate saddles well, so the rider must learn to do without.