Alphatusk (CR 7)
The most assertive of sabertusks. Though not all packs possess a leader, who led packs of sabertusks are observed to exhibit more aggression. Some have even reported alphatusks rampaging through houses miles from their own natural habitat.
N Large Animal
Init +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +15
AC 20, touch 12; flat-footed 17 (+3 dex, +8 natural, -1 size)
hp 92 (11d8+44), fast healing 7;
Fort +11, Ref +10, Will +5
Resist Fire 10, Holy 5
Speed 50 ft.
Melee 2 Claws +13 (1d8+6 plus trip and grab), Gore +14 (2d8+6)
Space 10 ft.; Reach 10 ft. (15 ft. for Gore)
Special Attacks Impaled Pounce, Rake (2 claws +13, 1d8+6), Throat-Rip
Str 22, Dex 16, Con 19, Int 2, Wis 14, Cha 8
Base Atk +8; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
Feats Combat Reflexes, Improved Initiative, Power Attack, Skill Focus (Perception), Stand Still, Weapon Focus (Gore)
Skills Acrobatics +14, Perception +16, Stealth +14, Swim +19; Racial Modifiers +4 Perception, +4 Survival when tracking by scent
Impaled Pounce (Ex)
An alphatusk can make a full attack (including its rake attack) when it makes a charge attack, he also deals double damage with his tusks.
As a full-round action, an alphatusk can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + half of damage dealt from gore) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.