Note: none of these critters are set up for 3.5 (basically figure out the new skill points ... assign them (with mod’s) and go)
Dire Squirrel [by Krishnath]
Tiny Animal
HD: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 30', Climb 30'
AC: 16 (+2 size, +3 Dex, +1 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4-1
Face/Reach: 2½' by 2½'/0'
Spec Attk: -
Spec Qual: -
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 8, Dex 16, Con 11, Int 2, Wis 12, Cha 4
Skills: Climb +7, Hide +18, Listen +4, Move Silently +11,
Feats: Weapon Finesse (Bite)
Clim/Ter: Any forest
Org: Solitary, pair, pack (5-8), or avalanche (50-80)
CR: 1/4
Treasure: None
Alignment: Always Neutral
Adv: 2-3HD (Small)
Dire squirrels are larger more aggressive kin to the common squirrel.
Dire squirrels usually have a sandy brown color, but generally range in color, from white as snow to black as night. All dire squirrels can be recogniced for what they are by their larger size, feral look, and two dark stripes, running down their backs.
Dire squirrels are omnivorous and have been known to attack humanoids in large numbers.
Combat:
Generally Dire Squirrels tend to stay out of combat if possible, unless they are in sufficiant numbers to overrun their prey.
Skills: Squirrels get a +4 racial bonus to Climb, Hide, and Move Silently checks.
Dire Raven [by Krishnath]
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 10', Fly 60' (average)
AC: 15 (+1 Size, +3 Dex, +1 natural)
Attacks: 2 claws +4 melee, 1 bite -1 melee
Damage: claw 1d6-1, bite 1d4-1
Face/Reach: 5' by 5'/5'
Spec Attk: Blinding strike
Spec Qual: Disease resistance
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 8, Dex 17, Con 12, Int 3, Wis 14, Cha 8,
Skills: Listen +6, Spot +6
Feats: Weapon Finesse (claw, bite)
Clim/Ter: Any forest, hills, plains, and mountains
Org: Solitary or unkindness (5-12)
CR: 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.
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 83. Wearing a helmet automatically protects against this attack.
Disease Resistance (Ex): A dire raven gets a +4 racial bonus on saves against diseases.
Dire Orca (whale) [by Krishnath]
Gargantuan Animal (Aquatic)
Hit Dice: 20d8+140 (230 hp)
Initiative: +2 (Dex)
Speed: Swim 70'
AC: 18 (-4 size, +2 Dex, +10 natural)
Attacks: Bite +23 melee
Damage: Bite 2d8+18
Face/Reach: 20' by 40'/15'
Spec Attk: Leap,
Spec Qual: Blindsight
Saves: Fort +21, Ref +14, Will +8
Abilities: Str 35, Dex 15, Con 25, Int 2, Wis 14, Cha 6,
Skills: Listen +13*, Spot +13*,
Feats: Power Attack (-15/+15)
Clim/Ter: Any Aquatic
Org: Solitary, pair, family (3-5), or pod (6-11)
CR: 14
Treasure: None
Alignment: Usually Neutral
Adv: 21-30 HD (Gargantuan); 31-60 HD (Colossal)
Dire Orcas look like larger and more feral version of the killer whale or Orca. It has severeal bony growths along the top of its head and down it's back. The purpose of these growths are not known, but they're not used as a weapon. The Dire Orcas eyes are a deep yellow or red.
Combat:
Dire Orcas are immensely agressive, and attack anything that enters their territory, no matter if it's a small boat or a massive aquatic dragon. Even other Dire Orcas occassionally fall prey to this massive beasts agressiveness.
Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures wwithin 120'. A silence spell negates this and forces the whale to rely on it's vision, which is approximatly as good as a humans.
Leap (Ex): By taking a full charge from beneath the waters, a Dire Orca can jump roughly 200' straight into the air and crash down with tremendous force, anyone caught beneath the Dire Orca as it crashes back down, must make a reflex save (DC 17) or take 4d6+24 points of bludgeoning damage. The whale itself takes half this amount. Dire Orcas often use this attack form to break apart ships.
Skills: Whales get a +4 racial bonus to Listen and Spot checks.
* These bonuses are lost of if the whales blindsight is negated.
Dire Owl [by Krishnath]
Medium-Size Animal (Bird)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2 (Dex)
Speed: 10', fly 40' (average)
AC: 13 (+2 Dex, +1 natural)
Attacks: 2 claws +5 melee
Damage: claw 1d4+2
Face/Reach: 5' by 5'/5'
Spec Attk: Rend 2d4+6,
Spec Qual: Scent,
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 14, Dex 15, Con 12, Int 2, Wis 14, Cha 4
Skills: Listen +15, Move Silently +21, Spot +15*,
Feats: Weapon Focus (claw)
Clim/Ter: Temperate forest, hills, and mountains,
Org: Solitary
CR: 2
Treasure: None
Alignment: Always Neutral
Adv: 4-9 HD (Large)
Dire Owls are larger cousins to the more common species of owls.
A dire owl looks like an exceptionally large owl with dark feathers and red eyes.
Exceptional Dire Owls can be trained as mounts.
Combat:
Dire owls attack by swooping down and attacking with their claws.
Rend (Ex): If a dire owl hits with both claws, it rips and tears at the flesh automatically dealing 2d4+6 damage.
Skills: Owls receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks. *They receive a +8 racial bonus to Spot checks in dusk and darkness.
Smoke Jaguar (dire-template leopard) [by Wolf72]
Large-size animal
Hit Dice: 5d8+25 (50hp)
Initiative: +4 (dex)
Speed: 40 ft, climb 20ft
AC: 18 (-1 size, +4 dex, +5 natural)
Attacks: Bite +12 melee; 2 claws +7 melee
Damage: Bite 1d8 +9; claw 1d4 +4
Face/Reach: 5x10/5
Special Attacks: Pounce, improved grab, rake 1d4+4
Special Qualities: Scent
Saves: Fort +9, Refl +8, Will +5
Abilities: Str 28 (+9), Dex 19 (+4), Con 21 (+5), Int 3, Wis 12 (+1), Cha 6
Skills: Balance +12, Climb +17, Hide +8 (+16 in heavy growth), Listen +6, Move silently
+9, Spot +6
Feats:
Climate/Terrain: Warm forest or plains
Organziation: Solitary or pair
C.R. 4
Treasure:
Alignment: Always neutral
Advancement: