Dire Otter
Dire Otter (Giant Potamotherium)
Medium Animal (Dire)
Hit Dice: 4d8+12 (30 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (2d6+4)
Full Attack: Bite +7 melee (2d6+4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Attach
Special Qualities: Agile swimmer, hold breath, low-light vision
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 16, Dex 17, Con 16, Int 2, Wis 12, Cha 11
Skills: Balance +5, Climb +7, Escape Artist +6, Listen +6, Spot +6, Swim +11
Feats: Alertness, Spring Attack (B), Weapon Focus (bite)
Environment: Temperate aquatic
Organization: Solitary, pair or family (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —
Dire otters can grow to over 10 feet in length, including their tails, and weigh 300 pounds or more.
Combat
While dire otters are as playful as normal otters, they can be far more ferocious, fighting with great tenacity if they feel threatened. They prefer to circle around opponents and use their Spring Attack feat to dart in, bite, and leap away before their foe can respond. When facing fast and agile opponents they often try to use their Attach special attack to lock onto them with their jaws.
Agile Swimmer (Ex): Unlike most creatures with a Swim speed, a dire otter does not have to move in a straight line when it makes a Run action while swimming. It can turn by 90 degrees for every 5 feet it travels.
Attach (Ex): If a dire otter hits with a bite attack, it can use its powerful jaws to latch onto the opponent’s body and automatically deal bite damage each round it remains attached. An attached dire otter loses its Dexterity bonus to Armor Class and has an AC of 13. An attached dire otter can be struck with a weapon or grappled itself. To remove an attached dire otter through grappling, the opponent must achieve a pin against the creature.
Hold Breath (Ex): A dire otter can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. For a typical dire otter, this is 48 rounds, or 5 minutes.
Skills
A dire otter has a +2 racial bonus on Balance, Climb and Escape Artist checks.
Dire otters have a +8 racial bonus on Swim checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A dire otter can use either its Strength or its Dexterity bonus for Climb or Swim checks and can take the Run action while swimming (see Agile Swimmer).