Shrill cries echo through the forest, as beady eyes and sharp talons tear through the foliage in search of prey.
Ravenpaw (CR 3)
N Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +11
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +2
Speed 30 ft.
Melee bite +6 (1d4+2), 2 claws +6 (1d4+2 plus grab)
Str 15, Dex 16, Con 14, Int 2, Wis 12, Cha 10
Base Atk +4; CMB +6 (+10 grapple); CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Perception +11
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Carrion Sense (Ex): Ravenpaws have a natural ability to sniff out carrion. This functions as the scent ability except that it only functions on corpses and badly wounded creatures (50% or fewer hit points).
Environment any forest or tundra
Organization solitary or pack (7–12)
A ravenpaw is a monstrous hybrid of bird and beast, possessing the beak and front talons of a raven and the bulk and hindquarters of a black bear. Notoriously ill-tempered, ravenpaws are relentless predators that frequently attack travelers without provocation. Asides from their formidable natural weapons, these beasts boast a keen sense of smell that allows them to track down carrion and badly wounded creatures from miles away. The presence of a ravenpaw is easily disclosed by their distinctive cry, an unsettling amalgamation of roar and squawk.