CR 2
Source Bestiary 4 pg. 59
XP 600
N Small animal
Init +7; Senses low-light vision, scent; Perception +10
Defense
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Defensive Abilities evasion
Offense
Speed 60 ft.
Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
Special Attacks leaping charge
Statistics
Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+23 when jumping), Perception +10, Stealth +15; Racial Modifiers +4 Acrobatics (+16 when jumping), +4 Perception, +4 Stealth
Ecology
Environment warm forests or plains
Organization solitary, pair, or pack (3–12)
Treasure none
Special Abilities
Leaping Charge (Ex) A velociraptor can jump while charging, allowing it to ignore difficult terrain when it charges. When a velociraptor makes a charge in this way, it deals double damage with its talons.
Description
A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of Medium or even Large creatures. Its leaping charge attack grants it a significant advantage against foes in thick underbrush.
A velociraptor is around 1-1/2 feet tall and 7 feet long, and weighs 35 pounds.
Simple Template: Celestial (CR +0 or +1)
Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally.
A celestial creature’s CR increases by +1 only if the base creature has 5 or more HD.
A celestial creature’s quick and rebuild rules are the same.
Rebuild Rules:
Senses The creature gains darkvision 60 ft.
Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.
SR The creature gains spell resistance equal to its new CR +5
Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
Resist: Cold, Acid, and Electricity: '5'
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[dice=Talon 1(Leap Charge)]1d20 + 6 + 2[/dice]
[dice=Damage w/Charge]2d6 + 2 [/dice]
AC 15, touch 14, flat-footed 12; CMD 15
hp 22
Fort +6, Ref +6, Will +3
Defensive Abilities: evasion; SR:7; Resist: Cold, Acid, and Electricity: '5'
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[dice=Bite w/Smite and Flank]1d20 + 6 + 2[/dice]
[dice=Damage w/Smite]1d4 + 1[/dice]
[dice=Talon 1 w/Smite+Flank]1d20 + 6 +2[/dice]
[dice=Damage w/Smite]1d6 + 1[/dice]
[dice=Talon 2 w/Smite+Flank]1d20 + 6 +2[/dice]
[dice=Damage w/Smite]1d6 + 1[/dice]