The Timeraptor
Size/Type: Medium Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +7
Speed: 60 ft (12 squares)
Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +8/+13
Attack: Talon +13 melee (1d8+5)
Full Attack: 2 Talons +13 melee (1d8+5), 2 Foreclaws +11 melee (1d4+2), and Bite +11 melee (2d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Pounce, Rake 1d8+2, Time Hop
Special Qualities: Darkvision 60 ft, Low-light Vision, Scent
Saves: Fort +10, Ref +9, Will +3
Abilities: Str 21, Dex 17, Con 19, Int 2, Wis 13, Cha 10
Skills: Hide +15, Jump +13, Listen +10, Move Silently +7, Spot +11, Survival +9
Feats: Improved Initiative, Multiattack*, Run, Spring Attack*, Track
Environment: Any
Organization: Solitary, hunting party (4-8), or pack (12-16)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Medium), 13+ HD (Large)
Level Adjustment: ---

A timeraptor looks identical to a regular deinonychus.

Combat
A timeraptor tends to use hit and run tactics with its Time Hop and Pounce abilities.

Pounce (Ex): If a timeraptor charges, it can make a full attack including two rake attacks.

Rake (Ex): Attack bonus +13 melee, damage 1d8+2.

Time Hop(Su): A timeraptor possesses the unique ability to travel through time. As a swift action, it can travel to any point in time within the last hour, remaining in the same location. It cannot go forward in time beyond the point of its original departure. If a timeraptor is in the past, it can make a special Time Pounce. It returns to the present, charges, full attacks, then immediately jumps back in time.

Skills: A timeraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks