Fiendish Dire Tiger CR 10
Always CE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +6, Spot +7
Languages —
AC 17 (−1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
hp 16d8+48 (120 hp); DR 10/magic
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 10 ft./5 ft.
Base Atk +12; Grp +24
Melee 2 claws () and bite ()
Attack Options Improved grab, pounce, rake 2d4+4, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 10 and fire 10, SR 21
Abilities Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Feats Alertness, Improved Natural Attack (claw, bite), Run, Stealthy, Weapon Focus (claw, bite)
Skills Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Advancement 17–32 HD (Large); 33–48 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary or pair
Treasure None
Summon Monster: Summon Monster VIII
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +16 extra damage against an good foe.
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 a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster VIII.