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Fiendish Dire Tiger
Large Magical Beast (Extraplanar)
Hit Dice: 16d8+48 (120 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Claw +20 melee (2d4+8)
Full Attack: 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+4
Special Qualities: Darkvision 60', Low-light vision, scent, DR 10/magic, resistance 10 cold and 10 fire, SR 21
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always evil (any)
Advancement: 17–32 HD (Large); 33–48 (Huge)

Smite Good (Su): Once per day the creature can make a normal melee attack to deal +16 extra damage against a 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, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +18 melee, damage 2d4+4.

Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Note: This creature can be summoned by the spell Summon Monster VIII.

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