Tiger, Dire
Combat Stats
- Melee
- 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19-20 plus grab)
- Space
- 10 ft.
- Reach
- 5 ft.
- Racial Modifiers
- +4 Acrobatics, +4 Stealth (+8 in tall grass)
Ability Scores
Special Attacks
Feats
Improved Critical (bite), Improved Initiative, Run, Skill Focus (Stealth), Skill Focus (Stealth), Weapon Focus (bite, claw)
Special Abilities
Universal Monster Rules
Feats, Traits & Items
When using the weapon you selected, your threat range is doubled.
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +6, Perception +12, Stealth +15 (+23 in tall grass), Swim +13