| Hit Dice: | 3d10+12 (28 hp) |
| Initiative: | +4 |
| Speed: | 30 ft. (6 squares), fly 60 ft. (average) |
| Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 |
| Base Attack/Grapple: | +3/+13 |
| Attack: | Bite +8 melee (1d8+9) |
| Full Attack: | Bite +8 melee (1d8+9), or 2 claws +8 melee (1d6+6) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Rend 2d6+6, smite evil, spell-like abilities |
| Special Qualities: | Darkvision 60 ft., low-light vision, scent |
| Saves: | Fort +7, Ref +6, Will +2 |
| Abilities: | Str 22, Dex 16, Con 19, Int 9, Wis 13, Cha 16 |
| Skills: | Hide +0, Listen +2, Move Silently +4, Sense Motive +2, Spot +2 |
| Feats: | Flyby Attack, Improved Initiative |
| Environment: | Any mountain and forest |
| Organization: | Solitary, flight (2–5), or flock (11–20) |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always lawful good |
| Advancement: | 4–6 HD (Large); 7–9 HD (Huge) ♊ |
| Level Adjustment: | — |
Senmurvs are intelligent creatures that are ferocious defenders of good. They commonly act as mounts, scouts, and guardians for nonevil humanoids such as elves, dwarves, and gnomes.
Senmurvs have the head, body, and clawed back paws of a dog, with two feathery wings in place of the dog’s front paws. They are vibrantly colored, and no two have the same pattern. The eyes of a senmurv are gem-colored, usually sapphire blue, ruby red, or emerald green, and do not have pupils.
Senmurvs have been known to provide aid to humanoids in distress, especially those under attack by evil creatures. Able to sense both good and evil, senmurvs are very particular about whom they assist, and they become enraged if they discover duplicity or betrayal among those they are assisting.
Senmurvs speak Sylvan and can understand, but not speak, Common.
Senmurvs are experts at diving into combat for deadly strikes before retreating to safety. They typically strafe an opponent a few times before closing into melee. When they do, they latch on with both claws and rend, dealing terrible damage.
A senmurv can carry a rider and gear weighing no more than 200 pounds. Senmurvs do not tolerate saddles well, so the rider must learn to do without.
Rend (Ex): If a senmurv hits a single target with both claws, it latches onto the opponent’s body and tears the flesh. This attack deals 2d6+6 points of damage.
Smite Evil (Su): Once per day a senmurv can make a normal attack to deal additional damage equal to its HD total (maximum of +20 additional damage) against an evil foe.
Spell-Like Abilities: At will—detect good, detect evil.
Source: Fiend Folio, page 149. Changes applied as per the D&D® v.3.5 Accessory Update.