Dire Animals

MeepoTheMighty said:
Considering how some of the layers of the Abyss are infinite oceans, I'm sure there are several fiends who would love to sleep with a fish :)

Here's an excerpt from my "Beneath the Pinnacles of Azor'alq" background, as found here: http://www.lobi.com/bpaa/background/

"When the Styx meanders through the bloodied layer of Avernus, the topmost region of the Nine Hells of Baator, the lampreys therein are often captured to form the amphibious hellbenders. These lizard-like creatures often find their way to the deeper water-laden layers such as Sygia, the fifth layer, where they are either transformed into gelatinous forms called nudibranche, or mutate into creatures known only as blacktooth terrors. Blacktooth terrors are free-willed water-breathing devils, often seen in massive schools encircling Levistus's Tomb.

It is worth noting that, while Demogorgon holds power over the Brine Flats of Abysm on the fifth layer of the Abyss, lamprey are more inclined to inhabit the Abysmal Sea, a layer ruled in secret by the demon prince Dagon. Within the brood pouch of Dagon, the lamprey transform into demonstars, which resemble long-legged starfish, save for a glowing central eye and the talons which tip each leg. Demonstars serve as the quasits of the deep, in time forming into gretch or death rays.

Though the populace of daemons may have fled Hades for the Bleak Eternity of Gehenna, the lamprey which remained upon Oinos in time took on a multi-legged form known as bristlers. In the shallows, more sedentary bristlers gather together and form shells of colorless white. Often these creatures, known as skullops, metamorphose into daemonic ferrymen, to tend to the needs of the meandering Styx. Those bristlers which embrace the unsteady currents of the Styx transform into the countless ranks of piscodaemons and hydrodaemons.

As has been known to occur, in the depths of the Styx, a bristler may come in contact with a bloodworm, a form of Carceri petitioner found chiefly upon Porphatys in the care of the exiled titan Oceanus. The former finds the latter to be quite a delicacy, though, through digestion of the demodand energies, the bristler mutates into yet another form, that of the bloodworm. In time, the bloodworm degenerates into the amorphous doomjelly. While it is unclear what purpose Oceanus holds for his creations, their unremitting presence upon the White Caravel cannot be disputed. "

I have aquatic demons well taken care of :D
 

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Dire Hedgehog
Small Animal (dire)
HD 3d8+3 (hp 16)
Initiative +2 (Dex);
Speed 10 ft;
AC 17 (+2 Dex, +2 size, +3 natural);
Attacks bite +4 melee;
Damage bite 1d6;
Face/Reach 5 ft by 5ft/5ft;
Special quality : Scent, Spines
Saves: Fort +4, Ref +5, Will +1;
Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral
Advancement: None

This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines.

Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage

Thank you Boz

Hedgehog
Tiny Animal
HD 1/4d8 (hp 1)
Initiative +2 (Dex);
Speed 10 ft;
AC 15 (+2 Dex, +2 size, +1 natural);
Attacks bite +4 melee;
Damage bite 1d3-4;
Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft;
Special quality : Scent, Spines
Saves: Fort +2, Ref +4, Will +1;
Abilities: Str 3, Dex 14, Con 11, Int 2, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral
Advancement: None

Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d2 points of damage

Thank you Boz

Raccoon
Small Animal
Hit Dice:
1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.

ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.

Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.

As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.

Special thanks to Graz’zt

Dire Raccoon
Medium sized Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)

The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.

The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.

Although its cousins may be timid, the larger and fiercer version is rough even in dire context.

COMBAT
Raccoons attack with their forepaws and teeth.

Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.

Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.

Dire sheep
Large Animal (dire)
Hit Dice: 4d8+16 (34 hp)
Initiative: +1 (Dex)
Speed: 30 ft
AC: 16 (+1 Dex, +6 natural, -1size)
Attacks: Bite +6 melee
Damage: Bite 1d6 +9
Face/Reach: 5 ft by 5 ft/5 ft
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Climate/Terrain: Any land
Organization: Solitary (1-2) Leader (1+10-100 normal sheep)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-9 HD (Large) 10-12 HD (Huge)
A colossal version of the sheep, whose wool has mated and tangle to such an extent that it provides protection equal to that of banded mail, its fierce eyes glow a manic red, and the occasional froth at the mouth.
COMBAT
More the usual the leader of the pack, this sheep attacks fiercely all who stand in its herd’s way, often savaging bodies that it’s fellow sheep cannot digest.

Goat
Small-Size Animal
Hit Dice: ½d8 (3 hp)
Initiative: +2 (Dex)
Speed: 25 ft
AC: 14 (+2 Dex, +1 natural, +1 size)
Attacks: Gore +0 melee
Damage: Gore 1d4 -1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 11, Cha 4
Skills: Listen +6, Spot +3
Climate/Terrain: Any land
Organization: Herd (3-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-size)
The statistics here describe the common goat.
Combat
A goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a goat is Small, it can only knockback Small creatures or smaller.
Improved Charge (Ex): A goat goat can charge if he moves in a straight line for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.

Goat, Dire
Medium-Size Animal
Hit Dice: 3d8 + 6 (19 hp)
Initiative: +2 (Dex)
Speed: 40 ft
AC: 15 (+2 Dex, +3 natural)
Attacks: Gore +5 melee
Damage: Gore 1d8 +3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4
Skills: Listen +8, Spot +5
Climate/Terrain: Any land
Organization: Solitary or Herd (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large-size)
The dire goat has a reputation for a nasty temperament.
Combat
A dire goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a dire goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The dire goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge.
Improved Charge (Ex): A dire goat can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.

Ya ha!
 



Wicht said:
i am surprised no one has mentioned pigs yet.

I thought everyone knew that when farms go bad it is the pigs who are to blame. I bet an evil farm would be run by communistic fiendish dire pigs.

Awakened. I herby claim the name "orwellian" for Awakened Fiendish Dire animals

Rav
 


I did not like the current Dire templates so I made one myself. It is definetly not complete but I will try to explain it. The first thing you do is dump in the stats for the original animal. Then you need to choose the increase in size you are after. When I started to study the dire creatures I noticed some creatures advanced only a couple sizes (i.e. the rat) and some drastically (i.e. the bat). So I wanted to leave it up to the creator how large they wanted to go. Some formulas are not right and I am still working on th e whole thing.

Just revise what doesn't sound right and go with it. It isn't THAT bad.

ITs an Excel spreadsheet. I left an example of the Bat in there.
 


Kyramus said:
Chicken
Tiny animal
HD 1/2 d8 (2)
Init: +4 (hey how do you think we have a hard time catching them?)
speed: 30
AC 16 (+2 size, +4 dex)
Attack peck +4
Damage 1d2-4
face/reach: 2.5x2.5/0
saves: Fort +2, Ref +6, Will +1
stats: str 3, dx 18, con 10, int 2, wis 12, ch 7
feats: weapon finese(beak)
Balance +4, Hide +15, Listen +4, Move Silently +7, Spot +4
CR 1/4

Needs some Flying ability...

As for Dire...just advance an animal past their recommended advancements...
 

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