RhoxandRoll said:
I KNEW IT!!! I am that very same animefreak. I thought my template was soooooo bad that NO one would want to use it!! I feel good now...
Otherwise known as: pearljamman110, RhoxandRoll, artistrory, and the such.

I am honored.
Well, the infamous animefreak! Nice to meet you. Here's the template, as edited/revised by me, for my purposes.
DIRE HUMANOID TEMPLATE
By Anime Freak, Edited by Knightfall1972
The dire humanoid template turns humanoids and other types of humanoid-like creatures into monstrous humanoids. All dire humanoids have a prehistoric look that reveals their dire heritage, yet they retain the same alignment. They have simple, crude cultures.
Sample Dire Humanoid
This sample creature uses a sahuagin as the base creature.
Dire Sahuagin
Large Monstrous Humanoid (Aquatic)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft., swim 60 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Trident +7 melee or 2 rakes +5 melee (or 2 rakes +7 melee, 2 claws +5 melee), bite +5 melee; or heavy crossbow +5 ranged
Damage: Trident 1d8+4, rake 1d6+4 (1d6+3 when a secondary attack), claw 1d4+3, bite 1d6+3; or heavy crossbow 1d10
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Blood frenzy, tusk 2d4+2
Special Qualities: Speak with sharks, underwater sense, light blindness, amphibious, freshwater sensitivity, improved scent
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 15, Dex 15, Con 14, Int 12, Wis 13, Cha 9
Skills: Animal Empathy +5, Hide +10*, Jump +5, Listen +8, Profession (hunter) +4*, Spot +8*, Survival +5*
Feats: Improved Scent, Multiattack, Track (B)
Climate/Terrain: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 5
Treasure: No coins; standard goods; crude items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3
Combat
Amphibious (Ex): Dire sahuagin can survive out of the water for 1 hour per 2 points of Constitution.
Blood Frenzy: Once per day a dire sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and suffers a -2 AC penalty. The dire sahuagin cannot end its frenzy voluntarily.
Freshwater Sensitivity (Ex): A dire sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the dire sahuagin fails and cannot escape, it suffers a -4 morale penalty to all attack rolls, saves, and checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Improved Scent (Ex): A dire sahuagin can detect approaching enemies, sniff out hidden foes, and track by sense of smell when out of the water. Range is 60 ft. If upwind, the range increases to 120 ft.; if downwind, it drops to 30 ft. Dire sahuagin use their Underwater Sense ability instead of this ability when tracking foes underwater.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dire sahuagin for 1 round. In addition to temporary blindness, they suffer a -1 morale penalty to all attack rolls, saves, and checks while operating in bright light.
Tusk (Ex): A dire sahuagin can deliver a tusk attack that does 2d4+2 damage. This is a standard action.
Speak with Sharks (Ex): Dire sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as "food," "danger," and "enemy." Dire sahuagin can use Animal Empathy to befriend and train sharks.
Underwater Sense (Ex): A dire sahuagin can locate creatures underwater within a 30-foot radius. This ability negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as undead, oozes, and constructs; a sahuagin can locate such creatures only within a 15-foot radius. Dire sahuagin are not fooled by figments when underwater.
Skills: Dire sahuagin receive a +4 racial bonus to Hide, Listen, and Spot checks. *Underwater, the bonus improves to +8. They receive a +8 bonus to Survival and Profession (hunter) checks within fifty miles of their homes.
Creating a Dire Humanoid Creature
“Dire Humanoid” is a template that can be added to any Humanoid, Monstrous Humanoid and humanoid-like Aberration or Fey of Tiny-size or larger.
Hit Dice: The creatures Hit Dice increases by 2.
Size and Type: A Tiny or Small base creature becomes Medium-sized while a Medium-sized base creature becomes Large. Large + creature’s heights only increases by 50%. However, a very tall Large + creature may need to increase to the next larger size category.
A base creature’s type changes to Monstrous Humanoid.
Initiative: Adjust based on changes to Abilities.
AC: Natural armor improves by +1. Also, adjust for any change in size.
Attacks: Adjust all attacks based on changes to type and size. +2 enhancement bonus on any Strength related attacks. This is in addition to adjustments based on the creature’s increase in Strength.
The creature also gains either 2 claw attacks or a slam attack, but not both. If the base creature already has one of those attacks then it gains no additional benefits.
Damage: Adjust natural attack damage based on changes to type and size. +2 enhancement bonus on any Strength related damage. This is in addition to adjustments based on the creature’s increase in Strength.
Face/Reach: Adjust for any change in size.
Special Attacks: The base creature retains all it's special attacks and also gains the following special attack.
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Tusk (Ex): A dire humanoid can deliver a tusk attack that does 2d4 damage plus its adjusted Strength modifier. This is a standard action.
Special Qualities: The base creature retains all it's special attacks and also gains the following special quality.
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Scent (Ex): A dire humanoid can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Saves: +1 to all Fortitude saves. Dire humanoids are hardy creatures. Also, adjust for change in type and size.
Abilities: +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +0 Wisdom, +0 Charisma.
Skills: The creature gains a +1 bonus to Jump attacks and +2 bonus to Hide checks. Also, recalculate skill points based on the creature’s new type and size. The base creature’s skills are the new creations class skills.
Feats: The creature gains Track as a bonus feat. Also, recalculate feats based on the creature’s new type and size.
Climate: Same as the base creature; or any land.
Organization: Same as the base creature; or solitary or pair.
CR: Same as the base creature’s CR + 1; + 1 if size increases.
Treasure: Same as the base creature’ except no coins and items are crude.
Advancement: Add two to all numerical values and recalculate if the base creature has a range of advancement. If the base creature advances by character class then Advancement doesn’t change.
Level Adjustment: +1