Krishnath
First Post
I just remembered that I never finished my old Dire Animal thread before my absence, so in this thread I am going to continue what I started, and I will eventually cover a few dire animals you wouldn't expect to see. And besides, why should Erica have all the fun 
I will post one or two dire animals per week, starting with the Dire Raven now, and followed by the Dire Squirrel this weekend (hopefully).
Anyway, onwards to the Dire Raven!
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Dire Raven
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 10’ (2 squares), Fly 60’ (average)
Armor Class: 15 (+1 Size, +3 Dex, +1 natural); touch 14, flat-footed 12,
Base Attack/Grapple: +0/-5
Attack: Claw +3 melee (1d6-1)
Full Attack: 2 Claws +3 melee (1d6-1) and bite –2 melee (1d4-1)
Space/Reach: 5’/5’
Special Attacks: Blinding strike,
Special Qualities: Low-light vision, Disease resistance, Scent,
Saves: Fort +3 (+7 against diseases), Ref +5, Will +4,
Abilities: Str 8, Dex 17, Con 13, Int 2, Wis 15, Cha 8,
Skills: Listen +4, Spot +4
Feats: Weapon Finesse
Enviroment: Any forest, hills, plains, and mountains
Organization: Solitary or unkindness (5-12)
Challenge Rating: 1/2
Alignment: Usually neutral
Treasure: None
Advancement: 2-3HD (Small)
Dire ravens resembles oversized ravens with black feathers and glowing red eyes.
Domesticated dire ravens often learn the language of their masters.
A wizard or sorcerer with the Improved Familiar feat can get a dire raven as a familiar, provided that the arcane spellcaster is of at least 5th level.
A dire raven can be summoned by Summon Natures Ally II.
Combat:
Dire ravens fight much like their lesser kin, but are far more aggressive.
Blinding Strike (Ex): A dire raven that scores a critical hit with it’s bite attack permanently blinds their opponents. For the effects of blindness, see the DMG page 300. Wearing a helmet automatically protects against this attack.
Disease Resistance (Ex): A dire raven gets a +4 racial bonus on saves against diseases.
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And as always, comments and critizism is appreciated.

I will post one or two dire animals per week, starting with the Dire Raven now, and followed by the Dire Squirrel this weekend (hopefully).
Anyway, onwards to the Dire Raven!
----------
Dire Raven
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 10’ (2 squares), Fly 60’ (average)
Armor Class: 15 (+1 Size, +3 Dex, +1 natural); touch 14, flat-footed 12,
Base Attack/Grapple: +0/-5
Attack: Claw +3 melee (1d6-1)
Full Attack: 2 Claws +3 melee (1d6-1) and bite –2 melee (1d4-1)
Space/Reach: 5’/5’
Special Attacks: Blinding strike,
Special Qualities: Low-light vision, Disease resistance, Scent,
Saves: Fort +3 (+7 against diseases), Ref +5, Will +4,
Abilities: Str 8, Dex 17, Con 13, Int 2, Wis 15, Cha 8,
Skills: Listen +4, Spot +4
Feats: Weapon Finesse
Enviroment: Any forest, hills, plains, and mountains
Organization: Solitary or unkindness (5-12)
Challenge Rating: 1/2
Alignment: Usually neutral
Treasure: None
Advancement: 2-3HD (Small)
Dire ravens resembles oversized ravens with black feathers and glowing red eyes.
Domesticated dire ravens often learn the language of their masters.
A wizard or sorcerer with the Improved Familiar feat can get a dire raven as a familiar, provided that the arcane spellcaster is of at least 5th level.
A dire raven can be summoned by Summon Natures Ally II.
Combat:
Dire ravens fight much like their lesser kin, but are far more aggressive.
Blinding Strike (Ex): A dire raven that scores a critical hit with it’s bite attack permanently blinds their opponents. For the effects of blindness, see the DMG page 300. Wearing a helmet automatically protects against this attack.
Disease Resistance (Ex): A dire raven gets a +4 racial bonus on saves against diseases.
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And as always, comments and critizism is appreciated.
