D&D 3E/3.5 Dire Animals Redux V.3.5

Krishnath

First Post
Someone asked for Dire Animals, so here is the first, I will post a new dire animal once or twice per week until I run out.

Anyways, comments are welcome and appreciated.

And now I bring thee, the Dire Baboon!

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Dire Baboon
Large Animal
Hit Dice:
4d8+16 (34 hp)
Initiative: +6
Speed: 50’ (10 squares), Climb 35’
Armor Class: 14 (-1 size, +2 Dex, +3 natural); touch 11, Flat-footed 12,
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+7) or Rock +4 ranged (1d4+3)
Full Attack: Bite +9 melee (1d8+7) and 2 claws +4 melee (1d4+3), or rock +3 ranged (1d4+3),
Space/Reach: 10’/10’
Special Attacks: Rock throwing,
Special Qualities: Low-light vision, Scent,
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 25, Dex 14, Con 18, Int 2, Wis 14, Cha 6
Skills: Climb +17 (+8), Listen +7 (+2), Spot +7 (+2)
Feats: Alertness, Improved Initiative,
Enviroment: Warm Forest and Hills.
Organization: Solitary or Gang (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Large); 7-12 HD (Huge)
LA: -

Dire Baboons are massive forestdwelling apes with a reputation for destruction.
A Dire baboon resembles ordinary baboons, but have dark grey, almost green, fur and black skin. Their eyes are always red.
The Dire Baboon can be summoned by Summon Natures Ally III.

Combat:
Dire Baboons pelter anything they persive as a threath or food with rocks for several rounds before moving into melee. They are not particularly brave however, and will flee at the first sign that the battle are going against them.
Rock Throwing (Ex): Range increment 30’. The rocks deal 1d4+3 points of bludgeoning damage on a successfull hit.
Skills: Dire Baboons have a +8 racial bonus to Climb checks. It must make a climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10 even when rushed or threatened while climbing. It climbs at the given speed while climbing. If the dire baboon attempts an accelerated climb, it moves at double it’s climb speed or it’s landspeed (whichever is less) and makes a single climb check at a –5 penalty. It cannot run while climbing. It retains it’s dexterity bonus while climbing, and opponents recieve no special bonuses on attacks against a climbing dire baboon.

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So what do you think? Be brutal! :D
 

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are you just using a template, or are you converting them off the top of your head? :) (i find a mixture of both is usually the best...)
 

Leo: It's an animal, and thus not suitable as a PC, now if it was awakened... :D

Olive: Sorry, it's not on my list.

Boz: I usually base them of the non-dire version of the critter. I just advance it to max, add one to three HD, change the saves to all good, and add one or two extraordinary abilities, such as the dire baboons rock throwing. In other words, I don't use a template. :p
 

Krishnath said:
Leo: It's an animal, and thus not suitable as a PC, now if it was awakened... :D

of course, that's why i labled it as a cohort for that reason. Druids like animal companions and so do rangers right? Also someone might want it for their leadership feat. Method to my madness!!! :D
 


Given that baboons are on the small side of medium, I would imagine that dire baboons are just barely large. Doubling (or even tripling) their hit dice would not, I think, make them huge.

Of course, one reason I am saying this is because my Elite Advanced Awakened Aberrant Demonic Immortal Two-Headed Mutant Dire Baboon/ Soul Eater 1 doesn't work out the way I want it to if the Dire Baboon becomes Huge when it advances.

;)
 


And here is the next one, a dire version of a common household pet. I bring thee...

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Dire Cat
Small Animal
Hit Dice:
2d8+2 (11 hp)
Initiative: +3
Speed: 40’ (8 squares), Climb 20’
AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12,
Base Attack/Grapple: +1/-2
Attack: Claw +3 melee (1d3+1)
Full Attack: 2 Claws +3 melee (1d3+1) and bite -2 melee (1d4)
Space/Reach: 5’/5’
Special Attacks: Improved Grab, Pounce, Rake 1d3+1
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 12, Dex 17, Con 12, Int 2, Wis 13, Cha 7,
Skills: Balance +11 (+8), Climb +11 (+8), Hide +8 (+4)*, Jump +12 (+8), Listen +2, Move Silently +8 (+4), Spot +2,
Feats: Dodge,
Enviroment: Temperate forest and marsh
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3 HD (Small); 4-6 HD (Medium)
LA: -

Dire cats are the persumed result of magical breeding.
Dire cats resemble large housecats, about 3’ in length, not counting their tails. Their fur is striped in black and grey, giving them excellent camouflage in their native habitat. Their eyes are allways emerald green. The most interresting aspect of the dire cat however is that they have six claws on each paw.
The Dire Cat can be summoned by Summon Natures Ally II[/i}.

Combat:
Dire Cats are highly agressive predators, that are known to attack lone wanderers. At other times, it seems as a timid beast, that flees as one appreaches.
Pounce (Ex): If a dire cat charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability the dire cat must hit with it’s bite attack. It can attempt to to start a grapple as a free action without provoking an attack of oppertunity. If it wins the check it gets ahold and can rake
Rake (Ex): Attack bonus +3 melee, damage 1d3+1
Skills: Dire cats have a +4 racial bonus on hide and move silently checks, and have a +8 racial bonus on balance and jump checks. DirecCats have a +8 racial bonus to Climb checks. It must make a climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10 even when rushed or threatened while climbing. It climbs at the given speed while climbing. If the dire cat attempts an accellerated climb, it moves at double it’s climb speed an makes a single climb check at a -5 penalty. It cannot run while climbing. It retains it’s dexterity bonus while climbing, and opponents recieve no special bonuses on attacks against a climbing dire cat.

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Comments are as allways appreciated.
 

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