Dinosaur, Velociraptor Awakened CR 7
This small, sleek dinosaur has vicious, snapping jaws and feet that end in large talons for gutting prey. He wears a dark cloak with a hood to obscure his face.
XP 3200
N Small Animal (Magical beast)
Ranger level 5
Init +8; Senses Low-light Vision, Scent; Perception +22

AC 16, Touch 15, flat footed 12 ( No Armour, Shield, none) (+4 Dex, +1 Natural, +1 size)
hp 99 (3d8+2d8+5d10+40+5);
Fort +11, Ref +11, Will +7

Speed 60, Climb 15 Feat

Single Attack Bite +15 (1d6+4)

Full Attack Bite +15 (1d6+4) and
2 Talon +14 (1d6+4)

Space 5ft.; Reach 5

Special Attacks
Leaping Charge (Ex) A velociraptor can jump while charging, allowing it to ignore difficult terrain when it charges. When a velociraptor makes a charge in this way, it deals double damage with its talons.
Favored Enemy: Giant, Animal +2 attack, +2 damage.
Favored Enemy: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy

Spells Known:

Ranger Spells
CL 5 Concentration 10,
Level 1 (3) DC 16

Calm Animals (Enchantment)[Compulsion Mind-Affecting ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: 1 min./level
SV Will negates; see text Area: Animals within 30 ft. of each other
Description: Calm animals description?

Charm Animal (Enchantment)[Charm Mind-Affecting ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: 1 hour/level
SV Will negates Area: One animal Book: CRB
Description: This spell functions like charm person, except that it affects a creature of the animal type.

Magic Fang (Transmutation)[ ] X 1
V,S,DF rng: Touch CT: Dur: 1 min./level
SV Will negates (harmless) Area: Living creature touched Book:
Description: Gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon.

Str 18, Dex 19, Con 19, Int 11, Wis 20, Cha 12
Base Attack 9 CMB 12 ; CMD 26
Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Shield Prof
Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,
Endurance: +4 on checks to resist non-lethal damage,
Improved Initiative: +4 Initiative checks,
Improved Natural Attack: Attack damage goes up 1 size ,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
Rending Claws: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage.
Weapon Finesse: Use DEX mod instead of STR mod for melee attack to hit,
Weapon Focus: +1 to attack rolls,
Animal - climb 15 ft: Adds climb speed
Skills Acrobatics 12(Acrobatics ( when jumping) 24), Climb 8, Craft Bowyer 6, Decipher Script 5, Handle Animal 5, Heal 10, Intimidate 1, Know Dungeon 5, Know Geography 0, Know Nature 0, Perception 22, Ride 4, Stealth 25, Survival 18, Swim 4
Languages Common, Draconic, Giant, Dinosaur

Favored Terrain (City) +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 1
Hunters Bond Either animal companion or bond with party that allows 1/2 favorite enemy bonus to be added to party for WIS bonus number of rounds, this takes a move action.
Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.
Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Evasion:With a successful Reflex save take no damage
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Helm of comprehend languages and read magic also +5 decipher script (5200gp)

Animal Companion - Chompin (Compy)