Hit Dice : 8D10 (50 HP)
Initiative : 12), Listen 7 / +4 Racial), 8, 7, 3, 7, 8)
Feats : Endurance, Run, Improved Initiative
Environment : Grasslands, Sometimes Desert, Caves during winter
Organization : Pride of 30 – 40 adults plus 3D6 juveniles ; Small Hunting Party 5 -10 adults + 1D4 adolescent ; Rarely Solitary or Pair
Challenge Rating : 8
Treasure : None
Advancement : 3-4 Hit Dice
Level Adjustment : +8
Speed Boost : Once per minute, a ferrarr may make a double move as if it were a normal move, (and may attack at the end of the movement.) It may not do this within one hour of having used sprint or greater sprint.
Sprint : Once per hour, a ferrarr may move at ten times its normal speed as either a charge, or as a double move. A ferrarr may not sprint within an hour of having used speed boost, sprint or greater sprint.
Greater Sprint : Once per day a ferrarr may move at 18 times its base movement as either a charge or as a double move. It can not use this ability within one hour of having used speed boost or its sprint ability.
Jump-Kick : A Ferrarr may add a jump to the end of, or just before the end of a charge. It can do this to clear obstacles and / or gain a combat advantage. It has a +(hit dice) competence bonus to the check, and a -2 penalty for a small rider, or -4 penalty for a medium rider. A jump-kicking ferrarr gains +8 to-hit instead of the normal charging bonus, and quadruple damage instead of double.
Ferrarri are the master hunters of the grasslands. Ferrarri have a strength between a cheetah and a lion, all the speed of a cheetah, and coordinated group hunting that puts wolves to shame. Ferrarri are large, flightless birds that have a pair of 6-inch retractable claws, one on each foot, and stubby, yet powerful beaks. They have plumage that has similar coloration to the grasses and vegetation in their area. (Imagine a cross between a Final Fantasy Chocobo and a velociraptor.)
Sometimes ferrarri are trained as combat mounts. The training is difficult, and ferrarri are typically meaner than camels, but their strength, speed, cunning, basic understanding of group combat, and willingness to work with their riders make them worth the effort. Ferrarri require special saddles, and special riding skills. All similar ride checks made while riding a ferrarr are at +5 DC in comparison to a similar check when riding a horse.