DnDChick
Demon Queen of Templates
Here is a little project I involved myself in for curiosity's sake. Using the dire template I designed for the Tome of Horrors 1, I made a dire animal out of every animal in the Animal Appendix in the 3.5e Monster Manual and the Tome of Horrors 1. I never got around to doing the dinosaurs, though. Since they are animals now, though, they do qualify for the dire template.
Dire Animal
Dire animals are large, feral looking animals. They are not just bigger versions of normal animals, however. On the whole, dire animals are bigger, stronger, faster, and more aggressive than their normal counterparts.
No one is certain what causes a dire animal to be born. Some druids maintain that Nature creates dire animals as a direct response to some environmental threat, or as an adaptation to the magic and monsters that share the world with her creations. Others insist that, rather than an evolutionary step forward, dire animals are a regression to more savage and prehistoric days. The majority of druids are not in the habit of questioning or explaining Nature’s motives, however, and simply state that dire animals exist and that is all that need be known.
Dire Ape
Huge Animal (Dire)
Hit Dice: 10d8+53 (98 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 18 (−2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+26
Attack: Claw +16 melee (1d8+11)
Full Attack: 2 claws +16 melee (1d8+11), and bite +11 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +9, Will +8
Abilities: Str 33, Dex 15, Con 20, Int 2, Wis 12, Cha8
Skills Climb +22, Listen +8, Spot +8
Feats: Alertness, Great Fortitude, Power Attack, Toughness
Environment: Warm forests
Organization: Solitary, pair, or company (3-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —
Dire apes are hulking gorillas that weigh as much as 2 tons. Standing fully erect, a dire ape is over 16 feet tall. Usually, however, a dire ape moves on all fours and walks on its knuckles—even then its head is 10 feet from the ground.
Dire apes that dwell on isolated tropical islands are often worshipped as gods by the primitive islanders.
Combat
A dire ape begins combat by displaying aggressive behavior such as vocalizing, chest-pounding, and throwing leaves. If its opponent is not intimidated, the dire ape strikes with its massive fists.
Skills Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire Baboon
Large Animal (Dire)
Hit Dice: 5d8+20 (38 hp)
Initiative: +2
Speed: 50 ft. (10 squares), climb 40 ft.
Armor Class: 16 (−1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+15
Attack: Bite +10 melee (1d8+12)
Full Attack: Bite +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 27, Dex 14, Con 18, Int 2, Wis 12, Cha 5
Skills Climb +16, Listen +7, Spot +7
Feats: Alertness, Power Attack
Environment: Warm plains
Organization: Solitary or troop (10-40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: —
A dire baboon is about the size of a large gorilla, 9 feet long from nose to tail. It is a ferocious primate with large, sharp fangs.
The ferocity of dire baboons is legendary, and these animals are often captured for use in gladiatorial games or as temple guardians for primate gods.
This statistics block can describe the dire species of any ape smaller than a gorilla, such as dire chimpanzees and dire orangutans.
Combat
Dire baboons are highly territorial, and display aggression to any creature that comes too close. A dire baboon fights with its powerful teeth, which can crush bone. Non-combatant dire baboons usually seek shelter in high tree limbs.
Skills Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Dire Badger
Medium Animal (Dire)
Hit Dice: 4d8+16 (34 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Claw +7 melee (1d4+3)
Full Attack: 2 claws +7 melee (1d4+3), and bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 16, Dex 17, Con 19, Int 2, Wis 12 Cha 7
Skills Escape Artist +7, Listen +4, Spot +4
Feats: Track (b), Weapon Finesse, Weapon Focus (claw)
Environment: Temperate forests
Organization: Solitary, pair, or cete (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —
A dire badger is 6 feet long and weighs over 200 pounds.
The coarse calls of a dire badger usually sends other animals running, and has been known to cause stampedes of entire herds of deer. Dire badger hides are highly prized for their toughness, durability, and fur. A reasonably intact dire badger pelt is worth 100 gp.
Combat
A dire badger fights with its powerful claws and bite, and shows now fear in combat. It will fight creatures much larger than itself and not back down.
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains a +4 to Strength, +4 to Constitution, and −2 to Armor Class. The creature cannot end its rage voluntarily.
Skills A dire badger has a +4 racial bonus on Escape Artist checks.
Dire Barracuda (Based on the Medium Barracuda)
Large Animal (Aquatic, Dire)
Hit Dice: 8d8+24 (60 hp)
Initiative: +7
Speed: Swim 80 ft. (16 squares)
Armor Class: 17 (−1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Bite +12 melee (1d8+9)
Full Attack: Bite +12 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 22, Dex 16, Con 17, Int 1, Wis 12, Cha 3
Skills Listen +5, Spot +12, Swim +14
Feats: Alertness, Improved Initiative, Weapon Focus (bite)
Environment: Any aquatic
Organization: Pair, pack (2-5), or school (6-11)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
A dire barracuda is a vicious fish 15 feet long. Dire barracudas are legendary for their fierceness, which far outstrips their normal cousins. A person falling overboard into a pack of dire barracudas will be ripped to pieces in moments. Barely a trace of him will remain when the fish are done eating.
Combat
A dire barracuda attacks with its powerful bite. Its attacks are fast and relentless.
Skills A dire barracuda has a +8 racial bonus on Swim checks to perform some special attack or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire Bat
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 15 ft. (3 squares); fly 50 ft. (good)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/−4
Attack: Bite +1 melee (1d3)
Full Attack: Bite +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 11, Dex 13, Con 12, Int 2, Wis 14, Cha 4
Skills Hide +2, Listen +9, Move Silently +2, Spot +9
Feats: Alertness
Environment: Temperate deserts
Organization: Colony (10-40) or crowd (10-50)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire bats are 3 feet long, and have a wingspan of 10 feet.
They dwell in large caves in great numbers, and are usually responsible for keeping down the vermin population in whichever area they hunt. Their size and ferocious appearance gives them a bad reputation, however, and whenever humanoids discover a dire bat colony they usually exterminate it for fear of vampires.
Combat
Dire bats are insectivores, like their normal kin, but can deliver a painful bite in self defense.
Blindsense (Ex): A dire bat notices and locates creatures within 30 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills *A dire bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Dire Bear (Brown)
Huge Animal (Dire)
Hit Dice: 12d8+84 (138 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 19 (−2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +9/+31
Attack: Claw +21 melee (2d6+14)
Full Attack: Claw +21 melee (2d6+14), and bite +16 melee (3d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +9, Will +9
Abilities: Str 39, Dex 13, Con 25, Int 2, Wis 12, Cha 8
Skills Listen +6, Spot +6, Swim +23
Feats: Endurance, Diehard, Power Attack, Run, Track
Environment: Cold forests
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: —
Dire bears are fearsome opponents, with paws nearly as large as a human’s torso. A dire bear stands almost 20 feet tall on its hind legs, and weighs several tons.
A region that is home to a dire bear is almost always the center of a primitive bear cult that worships the great beast and makes sacrifices to it to appease it. Unfortunately the dire bear becomes accustomed to these offerings, which generates a terrible vicious circle. Should a sacrifice be late the animal goes in search of its worshippers, who then feel that they must make even more sacrifices to placate their hungry god.
Combat
Dire bears usually enter combat on their hind legs, and swipe at their opponents with their huge paws. Once a dire bear has its opponent on the ground, it delivers powerful bites that can sever limbs.
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt a grapple as a free action without provoking an attack of opportunity.
Skills A dire bear has a +4 racial bonus on Swim checks.
Dire Bison
Huge Animal (Dire)
Hit Dice: 9d8+54 (94 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 17 (−2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +6/+24
Attack: Butt +14 melee (2d6+15)
Full Attack: Butt +14 melee (2d6+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Stampede, trample 2d12+15
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +6, Will +6
Abilities: Str 30, Dex 10, Con 22, Int 2, Wis 11, Cha 5
Skills Listen +8, Spot +8
Feats: Alertness, Endurance, Great Fortitude, Power Attack
Environment: Temperate plains
Organization: Solitary or herd (6-30)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: —
Dire bison resemble their smaller normal-sized relatives. They can grow to a length of 20 feet and weigh up to 6,000 pounds.
Humanoids often hunt dire bison for the value of their pelts as well as the copious amounts of meat they can provide. A single dire bison can feed a village for weeks.
Combat
Dire bison are herbivores, and run from almost any predator. If cornered, however, individuals in the herd will trample anything that threatens them.
Stampede (Ex): A frightened herd of dire bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Huge size or smaller that gets in their way, dealing 2d12 points of damage per each 5 dire bison in the herd (Reflex save DC 24 half). The save DC is Strength based.
Trample (Ex): As a full-round action, a dire bison can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire bison is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 24 Reflex save to take half damage. A trampling dire bison can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength based.
Dire Boar
Large Animal (Dire)
Hit Dice: 7d8+48 (79 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 19 (−1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+17
Attack: Gore +12 melee (2d6+12)
Full Attack: Gore +12 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +5, Will +6
Abilities: Str 27, Dex 10, Con 23, Int 2, Wis 13, Cha 5
Skills Listen +8, Spot +8
Feats: Alertness, Toughness (x2)
Environment: Temperate forests
Organization: Solitary or herd (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —
A dire boar is a foul-tempered swine with tusks nearly a foot long. It stands 5 feet tall at the shoulder, and weighs 1,000 pounds.
Brave souls looking to prove themselves in battle often seek out a dire boar to hunt. Unfortunately for the hunter, the dire boar often wins.
Combat
Dire boars charge at their opponents, trying to gore them with their large tusks.
Ferocity (Ex): A dire boar is such a tenacious opponent that it continues to fight without penalty even when disabled or dying.
Dire Camel
Huge Animal (Dire)
Hit Dice: 5d8+25 (47 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 17 (−2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+21
Attack: Bite +11 melee (1d6+5*)
Full Attack: Bite +11 melee (1d6+5*)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 30, Dex 16, Con 20, Int 2, Wis 11, Cha 5
Skills Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm desert
Organization: Domesticated or herd (6-30)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: —
A dire camel is 15 feet long, and stands 12 feet tall from its feet to the top of its hump.
True “ships of the desert,” dire camels are often used as caravan pack animals because of their endurance and great size and strength. Nearly the size of an elephant, dire camels can support howdahs that can hold people or cargo (see Carrying Capacity, below).
Combat
Dire camels are not combative creatures, despite being mean-tempered. The spit of a dire camel reeks, and if irritated they use their horrid expectorations to show it.
*A dire camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.
Carrying Capacity: A light load for a dire camel is 3,200 pounds; a medium load, 3,201-6,400 pounds; and a heavy load, 6,401-9,600 pounds. A dire camel can drag 48,000 pounds (24 tons).
Dire Cat
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Claw +3 melee (1d3)
Full Attack: 2 claws +3 melee (1d3), and bite −2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 12, Cha7
Skills Balance +10, Climb +6, Hide +10*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 20 HD (Small); 3 HD (Medium)
Level Adjustment: —
A dire cat resembles a domesticated housecat in almost all ways except size. A dire cat is 3 feet long and over a foot and a half high at the shoulder--larger than a lynx but not as strong. Dire cats come in the same colors and varieties as normal cats:[/b] calico, long-hair, tabby, tortoise-shell, and others.
Dire cats are highly sought after as familiars, being stronger and more durable than normal cats. They are rare, however, and are not easily bred in captivity. A tamed dire cat kitten is worth 100 gp, and a tamed adult is worth 500 gp.
Combat
When angered a dire cat growls, flattens its ears, and hisses at its opponent. An opponent that is not intimidated by this display receives a swat from the dire cat’s sharp claws.
Skills Dire cats have a +4 racial bonus on Climb checks and a +8 racial bonus on Jump checks. Dire cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus increases top +8
Dire Crocodile (Based on the Medium crocodile)
Large Animal (Dire)
Hit Dice: 7d8+42 (73 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 18 (−1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +5/+19
Attack: Bite +14 melee (2d6+15); or tail slap +14 melee (3d6+15)
Full Attack: Bite +14 melee (2d6+15); or tail slap +14 melee (3d6+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision, mobility, scent
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 31, Dex 12, Con 23, Int 2, Wis 12, Cha 2
Skills Hide +4*, Listen +6, Spot +6, Swim +18
Feats: Alertness, Improved Initiative, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6-11)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —
A dire crocodile is twice the size of a normal crocodile, and has larger teeth. Dire crocodiles are the bane of deep tropical rives and salt marshes. Although a dire crocodiles are not as large as some giant saltwater crocodiles, it is stronger and more ferocious.
This statistics block can also describe a dire alligator.
Combat
A dire crocodile lunges it its opponent with its jaws open wide.
Improved Grab (Ex): To use this ability, a dire crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the dire crocodile establishes a hold on the opponent in its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A dire crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills A dire crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A dire crocodile has a +4 racial bonus on Hide checks when in the water. Further, a dire crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Dire Deer
Large Animal (Dire)
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (−1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+14
Attack: Gore +9 melee (1d8+7); or hoof +9 melee (1d6+7)
Full Attack: Gore +9 melee (1d8+7); or 2 hooves +9 melee (1d6+7)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, mobility, scent
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 14, Cha 7
Skills Hide +2*, Listen +5, Move Silently +7, Spot +5, Swim +11
Feats: Alertness, Dodge (b), Mobility, Run (b)
Environment: Any temperate land
Organization: Solitary or herd (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: —
A dire deer stands 6 feet at the shoulder and weighs 1,000 pounds. It has an impressive rack of antlers up to 8 feet wide.
Dire deer are hunted for their meat as well as their tough hides. A reasonably intact dire deer hide is worth 50 gp.
Combat
Dire deer usually flee combat, but rutting males are highly aggressive. A dire deer attacks with its antlers, or rears onto its hind legs to smack at opponents with its hooves.
Skills Dire deer have a +4 racial bonus on Hide, Move Silently, and Swim checks. *In forested areas, the Hide bonus increase to +8.
Dire Dog (Based on the Small dog)
Medium Animal (Dire)
Hit Dice: 3d8+12 (25 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 or 19 (+3 Dex, +3 natural, +3 studded leather), touch 13, flat-footed 16
Base Attack/Grapple: +2/+6
Attack: Bite +7 melee (1d6+6)
Full Attack: Bite +7 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 19, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Skills Jump +14 (+13 in armor), Listen +5, Spot +5, Survival +1 (+5 tracking by scent)
Feats: Alertness, Track (b), Weapon Focus (bite)
Environment: Temperate plains
Organization: Solitary or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: —
Dire dogs are the domestic equivalent of dire wolves.
They are large, vicious canines highly prized for their ability to track and kill opponents much larger than themselves. Domesticated dire dogs are often trained and outfitted for war in spiked, studded leather armor. Orcs often use trained dire dogs in warfare.
Combat
Dire dogs attack in a manner similar to normal dogs, biting ferociously with their powerful jaws.
Skills Dire dogs have a +4 racial bonus on Jump checks. *Dire dogs have a +4 racial bonus on Survival checks when tracking by scent.
Dire Eagle
Medium Animal (Dire)
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 90 ft. (average)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Talons +6 melee (1d6+4)
Full Attack: Talons +6 melee (1d6+4), bite +0 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 14, Cha 6
Skills Listen +4, Spot +13
Feats: Weapon Focus
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
A dire eagle is about 5 feet long, and has a wingspan of 12 feet.
These majestic birds are often viewed as beloved by the gods, and are highly revered. They get along well with giant eagles (see the MM) and often intermingle. It has been theorized by some druids that dire eagles are the offspring of giant eagles and normal eagles.
The statistics block here can describe any similar-sized dire bird of prey.
Combat
Dire eagles dive at their prey or opponents, and either rake or grapple with their talons.
Skills Eagles have a +8 racial bonus on Spot checks.
Dire Elephant
Gargantuan Animal (Dire)
Hit Dice: 24d8+198 (306 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 19 (−4 size, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple: +18/+46
Attack: Gore +30 melee (3d8+16, crit 19-20)
Full Attack: Slam +30 melee (3d6+16, crit 19-20) and 2 stamps +25 melee (3d6+8); or Gore +30 melee (3d8+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample 3d8+24
Special Qualities: Low-light vision, scent
Saves: Fort +22, Ref +14, Will +17
Abilities: Str 42, Dex 10, Con 27, Int 2, Wis 13, Cha 11
Skills Listen +20, Spot +16
Feats: Alertness, Endurance, Improved Critical (gore), Iron Will, Power Attack, Skill Focus (Listen), Snatch (with trunk, see details below), Toughness (x2)
Environment: Warm plains
Organization: Solitary or herd (6-30)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 25-48 HD (Gargantuan); 48-72 HD (Colossal)
Level Adjustment: —
A dire elephant is a truly tremendous animal, as large as some dinosaurs. It stands 20 feet high at the shoulder, and weighs many tons. Its trunk is thicker than a human’s body and is 20 feet long.
A dire elephants is as intelligent as a normal elephant and can be trained to carry a howdah almost as big as a house. Trained and outfitted for war, a dire elephant is a nearly unstoppable dreadnaught from which warriors can launch swarms of arrows. Some dire elephants are trained as mobile siege engines, even to the point of having catapults and ballistae mounted on their backs. War engineers have for centuries pondered how to use dire elephants to pull down entire castles, but have been frustrated by the prospects of inventing ropes strong enough for the task.
Combat
A dire elephant usually charges and tramples its opponent, but it can be trained to batter buildings or slam with its trunk.
Snatch (Ex [Feat]): A dire elephant can choose to start a grapple when it its with a slam attack, as though it had the improved grab special attack. If the dire elephant gets a hold on a creature three or more sizes smaller, it squeezes each round for 3d6+24 damage. A snatched opponent is held in the dire elephant’s trunk.
The dire elephant can drop a creature it has snatched as a free action (the dropped creature takes 2d6 points of damage from the fall) or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet it traveled.
Trample (Ex): As a full-round action, a dire elephant can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire elephant is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 38 Reflex save to take half damage. A trampling dire elephant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.
Carrying Capacity: A light load for a dire elephant is 33,200 pounds; a medium load, 33,201-66,402 pounds; and a heavy load, 66,402-99,600 pounds. A dire elephant can drag 498,000 pounds (249 tons).
Dire Fox
Medium Animal (Dire)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 6
Skills Hide +4, Jump +18, Listen +9, Spot +9
Feats: Alertness, Weapon Focus (bite)
Environment: Temperate and cold plains
Organization: Solitary or pack (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —
A dire fox is a large canine with a luxurious red coat. Although not as widely feared and reviled as dire wolves, dire foxes have a bad reputation among farmers. A pack of dire foxes can take several sheep or even a few cows in a single night.
Dire foxes are hunted for their pelts as well as for sport. A reasonably intact dire fox pelt is worth 75 gp.
Combat
Dire foxes, like their lesser kin, are reclusive and tend to avoid combat with larger creatures unless they have superior numbers. In combat a dire fox attacks with its bite, tearing at the opponent’s flesh with its long teeth.
Skills Dire foxes have a +4 racial bonus on Jump, Listen, and Spot checks. *Due to their coloration, arctic dire foxes have a +8 racial bonus pn Hide checks when in snow-covered surroundings.
Dire Goat
Medium Animal (Dire)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Head butt +6 melee (1d6+6)
Full Attack: Head butt +6 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trample 1d6+4
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 12, Cha 6
Skills Listen +6, Spot +5
Feats: Alertness, Great Fortitude
Environment: Any temperate land
Organization: Solitary, pack (2-5), or herd (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —
Dire goats stand 3 feet tall at the shoulder and resemble their smaller cousins.
Although they are normally wild, domesticated dire goats are not unheard of. They are domesticated their meat as well as the amounts of milk they can produce.
Combat
Dire goats are non-aggressive unless threatened or provoked. A dire goat rams opponents with its head, or tries to run them over.
Trample (Ex): As a full-round action, a dire goat can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire goat is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 15 Reflex save to take half damage. A trampling dire goat can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.
Dire Hippopotamus (Behemoth)
Huge Animal (Dire)
Hit Dice: 13d8+81 (139 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (−2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+27
Attack: Bite +18 melee (3d6+15)
Full Attack: Bite +18 melee (3d6+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Capsize, trample 2d6+15
Special Qualities: Hold breath, scent
Saves: Fort +16, Ref +8, Will +9
Abilities: Str 31, Dex 10, Con 22, Int 2, Wis 12, Cha 6
Skills Listen +11, Spot +11
Feats: Alertness, Endurance, Great Fortitude, Toughness, Weapon Focus (bite)
Environment: Warm plains and aquatic
Organization: Solitary or herd (2-5)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: —
Dire hippos resemble their smaller cousins and grow up to 20 feet long and can weigh up to 10,000 pounds.
Dire hippos gave rise to the legends of the behemoth, a massive beast that can drink entire rivers, and make the earth tremble when it walks. Although they can’t quite drink it all, dire hippos are the undisputed masters of the river in which they reside. All predators give them a wide berth.
Combat
A dire hippo fights with its bite, and can sink ships much larger than itself.
Trample (Ex): As a full-round action, a dire hippo can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire hippo is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 24 Reflex save to take half damage. A trampling dire hippo can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.
Capsize (Ex): A submerged dire hippo that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20-60 feet long and a 20% chance to capsize a vessel over 60 feet long.
Hold Breath (Ex): A dire hippo can hold its breath for a number of rounds equal to 5 × its Constitution score before it risks drowning.
Dire Lion
Huge Animal (Dire)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 19 (−2 size, +3 Dex, +8 natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+26
Attack: Claw +17 melee (1d6+11)
Full Attack: 2 claws +17 melee (1d6+11), and bite +11 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Pounce, improved grab, rake 1d6+5
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +10, Will +8
Abilities: Str 33, Dex 17, Con 21, Int 2, Wis 12, Cha 7
Skills Balance +7, Hide −1, Listen +7, Move Silently +12, Spot +7
Feats: Alertness, Power Attack, Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —
A male dire lion is 16 feet long, and weighs over 1,200 pounds. Females are slightly smaller, but use the same statistics.
If normal lions are the kinds of the jungle, then dire lions are the gods. The ear-splitting roar of a male dire lion can be heard for tens miles. As with any great predator, dire lions are often the center of worship in the area in which they hunt.
Combat
Dire lions swat at opponents with their claws, and bite with jaws strong enough to sever a cow’s head.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rage (Ex): Attack bonus is +17 melee, damage 1d6+5.
Skills Dire lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Dire Monitor Lizard
Large Animal (Dire)
Hit Dice: 7d8+42 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 18 (−1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+18
Attack: Bite +13 melee (2d6+13)
Full Attack: Bite +13 melee (2d6+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +11, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 23, Int 2, Wis 12, Cha 2
Skills Climb +15, Hide +6*, Listen +5, Move Silently +6, Spot +5, Swim +17
Feats: Alertness, Great Fortitude, Improved Initiative
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —
A dire monitor lizard is 15 feet long, with thick brown skin. Dire monitor lizards are feared for their great aggression and great hunger, as they strike at anything that could possibly be food. When travelers unknowingly stumble into the territory of dire monitor lizards, all that is later found of them is bloody clothing. Often, nothing is found of them at all.
Combat
A dire monitor lizard attacks prey with a bite, hoping to strike a vital area and disable its opponent quickly.
Skills A dire monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.
Dire Monkey
Small Animal (Dire)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/−3
Attack: Bite +4 (1d4)
Full Attack: Bite +4 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 12, Cha 5
Skills Balance +10, Climb +10, Hide +6, Listen +3, Spot +4
Feats: Weapon Finesse
Environment: Warm forests
Organization: Troop (10-40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: —
A dire monkey is 4 feet tall, and more muscular in proportion than normal monkeys.
Dire monkeys are common in deep jungles, where they often take up residence in old abandoned temple complexes and pyramids. Worshippers of monkey gods often capture them and train them to guard active temples as well.
Combat
In combat, dire monkeys shriek and hurl leaves and fruit in an attempt to intimidate their opponents. If cornered, a dire monkey bites.
Skills Dire monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Dire Moose
Huge Animal (Dire)
Hit Dice: 9d8+54 (94 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (−2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +6/+29
Attack: Head butt +15 melee (2d6+10, crit 19-20); or hoof +14 melee (1d8+5)
Full Attack: Head butt +15 melee (2d6+10, crit 19-20), 2 hooves +9 melee (1d8+5)
Space/Reach: 15 ft./10 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +7
Abilities: Str 30, Dex 12, Con 22, Int 2, Wis 12, Cha 12
Skills Hide −3*, Listen +6, Move Silently +6, Spot +4, Swim +22
Feats: Alertness, Great Fortitude, Improved Critical (head butt), Weapon Focus (head butt)
Environment: Temperate, warm, and cold forest, plains, and hills
Organization: Solitary or pack (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: —
A dire moose is over 20 feet long from nose to tail. Its rack of antlers is 18 feet across.
Dire moose are hunted only by the brave, as their sheer size and strength makes them nearly unbeatable foes. A hunter that can mount a pair of dire moose antlers is sure to receive the praise and admiration of his fellows.
Combat
A dire moose charges with its antlers, but it can rear onto its hind legs and batter opponents with its hooves.
Skills Dire moose have a +2 racial bonus on Hide and Move Silently checks, and a +4 racial bonus on Swim checks. *In forested areas, the Hide bonus increases to +4.
Dire Porcupine
Small Animal (Dire)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/−2
Attack: 1d6 quills +4 melee (1d3+2); or bite +3 melee (1d3+2)
Full Attack: 1d6 quills +4 melee (1d3+2), bite −2 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Quills
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 12, Cha 11
Skills Hide +6, Listen +6
Feats: Weapon Focus (quills)
Environment: Temperate, warm, and cold forest, plains, and hills
Organization: Solitary or pack (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1-3 HD (Medium)
Level Adjustment: —
The dire porcupine ranges in size from 3 to 4 feet in height and can weigh up to 80 pounds. When the porcupine is relaxed, the hair and quills lie flat and point toward the rear of its body. When threatened, it draws up the skin of the back to expose quills facing all directions.
Combat
Dire porcupines are passive until threatened. When faced with possible combat, the dire porcupine raises the quills on its body and spins around, smashing an opponent with its quill-covered tail. If it bites an opponent, 1d4 quills break off from its body and lodge in the opponent.
Quills (Ex): When the dire porcupine strikes with its tail, it dislodges 1d6 quills that automatically break off and lodge in the opponent’s flesh. A lodged quill imposes a −1 circumstance penalty to attacks, saves, and checks. Each 1 minute thereafter, the quill moves deeper into the opponent’s flesh, dealing 1d2 additional points of damage. Removing the quill takes 1 full round and deals 1d4 additional points of damage. If the quill has been embedded for more than 10 rounds, a Strength check at DC 10 is needed to remove the quill. For every minute after that, the DC to remove a lodged quill increases by +1. An unarmed or melee touch attack against a dire porcupine causes 1d4 quills to break off and lodge in the attacker.
Skills Dire porcupines have a +4 racial bonus on Listen checks.
Dire Raccoon
Medium Animal (Dire)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 12, Dex 13, Con 16, Int 2, Wis 11, Cha 5
Skills Hide +9, Listen +4, Spot +5
Feats: Alertness
Environment: Temperate forest and marsh
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-6 HD (Medium)
Level Adjustment: —
Dire raccoons grow to be up to 5 feet long; 4 feet tall when standing on their hind legs. They are generally non-aggressive, but can be territorial during the mating season.
The statistics block above can describe any similarly-sized mammal such as dire gophers, dire groundhogs, and dire opossums.
Combat
A dire raccoon bites with its sharp fangs.
Skills A dire raccoon has a +4 racial bonus on Hide checks.
Dire Ram
Large Animal (Dire)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 16 (−1 size, +1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+14
Attack: Butt +9 melee (1d8+10)
Full Attack: Butt +9 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 24, Dex 13, Con 18, Int 2, Wis 11, Cha 5
Skills Listen +5, Spot +6
Feats: Alertness, Diehard (b), Endurance
Environment: Temperate mountains, hills, and plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-9 HD (Large); 10-15 HD (Huge)
Level Adjustment: —
Dire rams are larger, meaner cousins of normal rams. They can grow to a length of 10 feet and weigh as much as 1,000 pounds.
Dire rams are the majestic lords of their domain, and tolerate not incursion by predators.
Combat
A dire ram charges its opponents, trying to butt with its horns.
Ferocity (Ex): A dire ram is such a tenacious combatant that it continues to fight without penalty even when disabled or dying.
Dire Rat
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 25 ft. (5 squares), climb 25 ft., swim 25 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 2
Skills Balance +10, Climb +11, Hide +11, Move Silently +7, Swim +11
Feats: Weapon Finesse
Environment: Any
Organization: Plague (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire rats are huge rodents, 2 feet long from nose to rump. The hairless tail adds another foot in length.
Dire rats are seen as the bringers of plague and misfortune, but are revered in some cultures that have rodent gods.
Combat
Dire rats bite with their long incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is constitution based.
Skills Dire rats have a +5 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks.
A dire rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A dire rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A dire rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire Rhinoceros
Huge Animal (Dire)
Hit Dice: 15d8+120 (187 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 20 (−2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +11/+33
Attack: Gore +23 melee (3d6+21)
Full Attack: Gore +23 melee (3d6+21)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +17, Ref +9, Will +10
Abilities: Str 38, Dex 10, Con 27, Int 2, Wis 13, Cha 2
Skills Listen +19, Spot +7
Feats: Alertness, Endurance, Improved Bull Rush, Improved Natural Attack (gore), Improved Overrun, Power Attack
Environment: Warm plains
Organization: Solitary or herd (2–12)
Challenge Rating: 7
Advancement: 16-22 HD (Huge); 23–45 HD (Gargantuan)
Level Adjustment: —
The rhinoceros is infamous for its bad temper and willingness to charge intruders.
The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).
Combat
When it is harassed or annoyed, a dire rhinoceros lowers its head and charges.
Powerful Charge (Ex): A dire rhinoceros deals 5d6+42 points of damage when it makes a charge.
Dire Shark (based on Huge Shark)
Gargantuan Animal (Aquatic, Dire)
Hit Dice: 19d8+95 (180 hp)
Initiative: +7
Speed: Swim 70 ft. (14 squares)
Armor Class: 21 (−4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +14/+37
Attack: Bite +21 melee (3d8+16, crit 19-20)
Full Attack: Bite +21 melee (3d8+16, crit 19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: —
Special Qualities: Blindsense, keen scent
Saves: Fort +18, Ref +14, Will +12
Abilities: Str 33, Dex 17, Con 21, Int 2, Wis 12, Cha 3
Skills Listen +14, Spot +14, Swim +19
Feats: Alertness, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural Armor, Iron Will, Power Attack
Environment: Cold aquatic
Organization: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 20-38 HD (Gargantuan); 39-57 HD (Colossal)
Level Adjustment: —
A dire shark is a fearsome predator of the deep. It is 50 feet long, and can even attack whales.
Combat
A dire shark bites anything that it detects within its Reach (see above). If what it bites proves to be inedible, it spits it out. Otherwise, the dire shark bites repeatedly until its opponent is dead and can be consumed.
Blindsense (Ex): A dire shark can locate creatures underwater in a 40-foot radius. This ability only works when the dire shark is underwater.
Keen Scent (Ex): A dire share can locate creatures underwater within a 180-foot radius and detect blood in the water at ranges of up to 2 miles.
Skills A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire Skunk
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Musk
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 12, Cha 11
Skills Hide +6, Listen +6, Move Silently +2, Spot +0
Feats: Ability Focus (musk)
Environment: Temperate forests
Organization: Solitary, pack (2-5), or family (4-7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
A dire skunk is 3 feet long, with a tail that rises 2 feet into the air.
When aroused, it stamps it forefeet and hisses.
Combat
A dire skunk gives its opponents every opportunity to back down and leave the area. If it is not left alone, a dire skunk rises onto its forelegs and sprays its musk. A dire skunk bites an opponent not driven away by the odor.
Musk (Ex): Once per round and no more than three times per day, a dire skunk can emit a line of yellowish sulfuric liquid to a range of 10 feet. A creature in the area must succeed on a DC 15 Reflex save or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from its Ability Focus feat. A delay poison or neutralize poison spell removes the effects from a nauseated creature. Creatures with immunity to poison are unaffected by the nauseating effects of skunk musk but are still blinded if they fail their save.
Additionally, the target suffers a −10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with skunk musk. The creature also suffers a −4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear.
Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of skunk musk. The prestidigitation spell cannot clean items stained by skunk musk.
Skills Dire skunks are short-sighted and suffer a −2 racial penalty to Spot checks. They have excellent hearing and have a +4 racial bonus on Listen checks.
Dire Sloth
Medium Animal (Dire)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 10 ft., climb 40 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4), bite +1 melee (1d6+2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Rend 1d4+6
Special Qualities: Low-light vision, scent, single action only
Saves: Fort +7, Ref +3, Will +4
Abilities: Str 18, Dex 10, Con 14, Int 2, Wis 12, Cha 10
Skills Climb +12, Hide +7*, Swim +11
Feats: Great Fortitude, Power Attack
Environment: Warm forest
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —
Dire sloths grow up to be 7 feet long and weigh up to 250 pounds. The fur of a dire sloth is stained green by algae.
Combat
A dire sloth attacks by biting and rending its opponent with its claws.
Rend (Ex):[/b] A dire sloth that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 1d4+6 points of damage.
Single Action Only (Ex):[/b] A dire sloth has poor reflexes and can perform only a single move action or attack action each round. A dire sloth can move up to its speed and attack in the same round, but only if it attempts a charge.
Skills Dire sloths have a +4 racial bonus on Hide and Swim checks. *In areas of dense undergrowth, the dire sloth has a +4 racial bonus on Hide checks. A dire sloth has a +8 racial bonus on Climb and can always choose to take 10 on a Climb check, even if rushed or threatened.
Dire Squirrel
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 25 ft. (5 squares), climb 25 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 2
Skills Balance +13, Climb +11, Hide +7, Jump +5, Move Silently +5
Feats: Weapon Finesse
Environment: Any
Organization: Solitary or crowd (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire squirrels are about 2 feet long from nose to rump. The bushy tail adds another two feet in length.
Dire squirrels are found in profusion in deep forests, dwelling in the massive oak trees or bounding along the ground.
This statistics block can also describe other similarly-sized animals such as dire chipmunks.
Combat
Dire squirrels bite with their sharp teeth, but they usually flee from anything larger than themselves.
Skills Dire squirrels have a +8 racial bonus on Balance, Climb, and Jump checks. A dire squirrel can always choose to take 10 on Climb checks, even if rushed or threatened. A dire squirrel uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.
Dire Tiger
Huge Animal (Dire)
Hit Dice: 15d8+90 (157 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (−2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +11/+31
Attack: Claw +22 melee (2d6+12)
Full Attack: 2 claws +22 melee (2d6+12), and bite +16 melee (3d6+6, crit 19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, pounce, rake (2d6+6)
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +11
Abilities: Str 35, Dex 15, Con 23, Int 2, Wis 12, Cha 8
Skills Balance +9, Hide +1*, Listen +6, Move Silently +9, Spot +6, Swim +15
Feats: Alertness, Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (claw), Power Attack, Weapon Focus (claw)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: —
A dire tiger is 18 feet long from nose to tail, and its paws are larger than a human’s torso.
These massive cats rule the jungle, and are unopposed in their domain. Jungle cultures worship dire tigers out of fear and supreme respect. Some rakshasa cults keep dire tigers as temple guardians and beasts of war.
Combat
Dire tigers rip at their prey with their sharp claws. On the hunt, a dire tiger usually pounces, drags its prey down, and delivers a bite to the head.
Improved Grab (Ex): To use this ability, a dire tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking at attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +22, damage 2d6+12.
Skills Dire tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Dire Toad
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 15 ft. (3 squares)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +0 melee (1d3); or tongue +0 ranged touch (grab)
Full Attack: Bite +0 melee (1d3); or tongue +0 ranged touch (grab)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tongue
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 11, Dex 10, Con 13, Int 1, Wis 14, Cha 4
Skills Jump +12, Hide +10, Listen +5, Spot +5
Feats: Alertness
Environment: Temperate marshes
Organization: Swarm (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire toads are warty amphibians 2 feet across. They lurk in marshy environments and feed on small animals, being too large to eat most insects. Like dire cats, dire toads are valuable familiars thanks to their increased size and strength.
This statistics block can also describe a dire frog.
Combat
A dire toad rarely attacks creatures larger than itself. Larger opponents are never made the target of a dire toad’s tongue attack, but instead receive a bite from its strong jaws.
Tongue (Ex): A dire toad can use its sticky tongue to grab opponents or objects one size category smaller than itself as a ranged touch attack. A dire toad’s tongue has a Reach of 10 feet. A creature or object struck by the dire toad’s tongue is stuck fast, and must succeed on a DC 12 Strength check to free itself. The save DC is Strength based, and includes a +2 racial bonus.
A creature that cannot free itself from the dire toad’s tongue is drawn into its mouth. The opponent is considered to be grappled. The dire toad can then deal bite damage every round as a free action on its turn. Escaping the mouth of a dire toad requires an opposed Strength check.
Skills A dire toad’s coloration gives it a +4 racial bonus on Hide checks. A dire toad has a +12 racial bonus on Jump checks.
Dire Weasel
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 12, Cha 6
Skills Balance +10, Climb +10, Hide +7, Move Silently +8, Spot +2
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire weasels are 4 feet long and weigh 50 pounds.
Like most mustelids, dire weasels are valued for their pelts. A reasonably intact dire weasel pelt is worth 25 gp.
Combat
Dire weasels bite with their sharp teeth, each as big as an arrowhead. The jaws of a dire weasel can lock in place once it bites, and once latched onto an opponent the dire weasel is difficult to remove.
Attack (Ex): If a dire weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached dire weasel loses its Dexterity bonus to Armor Class and has an AC of 13.
An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Skills Dire weasels have a +4 racial bonus on Move Silently checks, and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A dire weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
Dire Wolf
Large Animal (Dire)
Hit Dice: 6d8+30 (57 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 17 (−1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +5
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 12, Cha 7
Skills Hide −2, Listen +6, Move Silently +5, Spot +6, Survival +1 (+4 tracking by scent)
Feats: Alertness, Endurance, Track (b), Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —
A dire wolf is a huge canine, 4 feet tall at the shoulder and 9 feet long.
Their fierceness and ability to decimate entire herds of sheep and cattle overnight make dire wolves the stuff of nightmares for the inhabitants of quiet villages. A lone dire wolf is often mistaken for a werewolf, and is almost always hunted down and killed.
Combat
Dire wolf packs can trail prey for days, harassing it and biting it until it finally collapses form exhaustion. If forced to defend itself in combat, a dire wolf bites its opponent with its massive fangs.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills *Dire wolves have a +4 racial bonus on Survival checks when tracking by scent.
Dire Wolverine
Large Animal (Dire)
Hit Dice: 6d8+45 (72 hp)
Initiative: +2
Speed: 40 ft. (8 squares), burrow 20 ft., climb 20 ft.
Armor Class: 17 (−1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d6+8)
Full Attack: 2 claws +11 melee (1d6+8), and bite +6 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +6
Abilities: Str 26, Dex 15, Con 25, Int 2, Wis 12, Cha 11
Skills Climb +16, Listen +8, Spot +7
Feats: Alertness, Great Fortitude, Toughness, Track (b)
Environment: Cold forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —
A dire wolverine is similar to a dire badger, but is much larger. A dire wolverine is 10 feet long, and stands 3 feet at the shoulder.
Dire wolverine pelts are valued for durability and fur. A reasonably intact dire wolverine pelt is worth 150 gp.
Combat
Dire wolverines, like their cousins the dire badgers, fight with a combination of slashing claws and a vicious bite. They will not back down from combat, even with opponents much larger than themselves.
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains a +4 to Strength, +4 to Constitution, and −2 to Armor Class. The creature cannot end its rage voluntarily.
Skills A dire wolverine has a +8 racial bonus on Climb and can always choose to take 10 on a Climb check, even if rushed or threatened.
Dire Animal
Dire animals are large, feral looking animals. They are not just bigger versions of normal animals, however. On the whole, dire animals are bigger, stronger, faster, and more aggressive than their normal counterparts.
No one is certain what causes a dire animal to be born. Some druids maintain that Nature creates dire animals as a direct response to some environmental threat, or as an adaptation to the magic and monsters that share the world with her creations. Others insist that, rather than an evolutionary step forward, dire animals are a regression to more savage and prehistoric days. The majority of druids are not in the habit of questioning or explaining Nature’s motives, however, and simply state that dire animals exist and that is all that need be known.
Dire Ape
Huge Animal (Dire)
Hit Dice: 10d8+53 (98 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 18 (−2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+26
Attack: Claw +16 melee (1d8+11)
Full Attack: 2 claws +16 melee (1d8+11), and bite +11 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +9, Will +8
Abilities: Str 33, Dex 15, Con 20, Int 2, Wis 12, Cha8
Skills Climb +22, Listen +8, Spot +8
Feats: Alertness, Great Fortitude, Power Attack, Toughness
Environment: Warm forests
Organization: Solitary, pair, or company (3-5)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —
Dire apes are hulking gorillas that weigh as much as 2 tons. Standing fully erect, a dire ape is over 16 feet tall. Usually, however, a dire ape moves on all fours and walks on its knuckles—even then its head is 10 feet from the ground.
Dire apes that dwell on isolated tropical islands are often worshipped as gods by the primitive islanders.
Combat
A dire ape begins combat by displaying aggressive behavior such as vocalizing, chest-pounding, and throwing leaves. If its opponent is not intimidated, the dire ape strikes with its massive fists.
Skills Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire Baboon
Large Animal (Dire)
Hit Dice: 5d8+20 (38 hp)
Initiative: +2
Speed: 50 ft. (10 squares), climb 40 ft.
Armor Class: 16 (−1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+15
Attack: Bite +10 melee (1d8+12)
Full Attack: Bite +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 27, Dex 14, Con 18, Int 2, Wis 12, Cha 5
Skills Climb +16, Listen +7, Spot +7
Feats: Alertness, Power Attack
Environment: Warm plains
Organization: Solitary or troop (10-40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: —
A dire baboon is about the size of a large gorilla, 9 feet long from nose to tail. It is a ferocious primate with large, sharp fangs.
The ferocity of dire baboons is legendary, and these animals are often captured for use in gladiatorial games or as temple guardians for primate gods.
This statistics block can describe the dire species of any ape smaller than a gorilla, such as dire chimpanzees and dire orangutans.
Combat
Dire baboons are highly territorial, and display aggression to any creature that comes too close. A dire baboon fights with its powerful teeth, which can crush bone. Non-combatant dire baboons usually seek shelter in high tree limbs.
Skills Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Dire Badger
Medium Animal (Dire)
Hit Dice: 4d8+16 (34 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Claw +7 melee (1d4+3)
Full Attack: 2 claws +7 melee (1d4+3), and bite +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 16, Dex 17, Con 19, Int 2, Wis 12 Cha 7
Skills Escape Artist +7, Listen +4, Spot +4
Feats: Track (b), Weapon Finesse, Weapon Focus (claw)
Environment: Temperate forests
Organization: Solitary, pair, or cete (3-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —
A dire badger is 6 feet long and weighs over 200 pounds.
The coarse calls of a dire badger usually sends other animals running, and has been known to cause stampedes of entire herds of deer. Dire badger hides are highly prized for their toughness, durability, and fur. A reasonably intact dire badger pelt is worth 100 gp.
Combat
A dire badger fights with its powerful claws and bite, and shows now fear in combat. It will fight creatures much larger than itself and not back down.
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains a +4 to Strength, +4 to Constitution, and −2 to Armor Class. The creature cannot end its rage voluntarily.
Skills A dire badger has a +4 racial bonus on Escape Artist checks.
Dire Barracuda (Based on the Medium Barracuda)
Large Animal (Aquatic, Dire)
Hit Dice: 8d8+24 (60 hp)
Initiative: +7
Speed: Swim 80 ft. (16 squares)
Armor Class: 17 (−1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Bite +12 melee (1d8+9)
Full Attack: Bite +12 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 22, Dex 16, Con 17, Int 1, Wis 12, Cha 3
Skills Listen +5, Spot +12, Swim +14
Feats: Alertness, Improved Initiative, Weapon Focus (bite)
Environment: Any aquatic
Organization: Pair, pack (2-5), or school (6-11)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
A dire barracuda is a vicious fish 15 feet long. Dire barracudas are legendary for their fierceness, which far outstrips their normal cousins. A person falling overboard into a pack of dire barracudas will be ripped to pieces in moments. Barely a trace of him will remain when the fish are done eating.
Combat
A dire barracuda attacks with its powerful bite. Its attacks are fast and relentless.
Skills A dire barracuda has a +8 racial bonus on Swim checks to perform some special attack or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire Bat
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 15 ft. (3 squares); fly 50 ft. (good)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/−4
Attack: Bite +1 melee (1d3)
Full Attack: Bite +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 11, Dex 13, Con 12, Int 2, Wis 14, Cha 4
Skills Hide +2, Listen +9, Move Silently +2, Spot +9
Feats: Alertness
Environment: Temperate deserts
Organization: Colony (10-40) or crowd (10-50)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire bats are 3 feet long, and have a wingspan of 10 feet.
They dwell in large caves in great numbers, and are usually responsible for keeping down the vermin population in whichever area they hunt. Their size and ferocious appearance gives them a bad reputation, however, and whenever humanoids discover a dire bat colony they usually exterminate it for fear of vampires.
Combat
Dire bats are insectivores, like their normal kin, but can deliver a painful bite in self defense.
Blindsense (Ex): A dire bat notices and locates creatures within 30 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills *A dire bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Dire Bear (Brown)
Huge Animal (Dire)
Hit Dice: 12d8+84 (138 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 19 (−2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +9/+31
Attack: Claw +21 melee (2d6+14)
Full Attack: Claw +21 melee (2d6+14), and bite +16 melee (3d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +9, Will +9
Abilities: Str 39, Dex 13, Con 25, Int 2, Wis 12, Cha 8
Skills Listen +6, Spot +6, Swim +23
Feats: Endurance, Diehard, Power Attack, Run, Track
Environment: Cold forests
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: —
Dire bears are fearsome opponents, with paws nearly as large as a human’s torso. A dire bear stands almost 20 feet tall on its hind legs, and weighs several tons.
A region that is home to a dire bear is almost always the center of a primitive bear cult that worships the great beast and makes sacrifices to it to appease it. Unfortunately the dire bear becomes accustomed to these offerings, which generates a terrible vicious circle. Should a sacrifice be late the animal goes in search of its worshippers, who then feel that they must make even more sacrifices to placate their hungry god.
Combat
Dire bears usually enter combat on their hind legs, and swipe at their opponents with their huge paws. Once a dire bear has its opponent on the ground, it delivers powerful bites that can sever limbs.
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt a grapple as a free action without provoking an attack of opportunity.
Skills A dire bear has a +4 racial bonus on Swim checks.
Dire Bison
Huge Animal (Dire)
Hit Dice: 9d8+54 (94 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 17 (−2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +6/+24
Attack: Butt +14 melee (2d6+15)
Full Attack: Butt +14 melee (2d6+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Stampede, trample 2d12+15
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +6, Will +6
Abilities: Str 30, Dex 10, Con 22, Int 2, Wis 11, Cha 5
Skills Listen +8, Spot +8
Feats: Alertness, Endurance, Great Fortitude, Power Attack
Environment: Temperate plains
Organization: Solitary or herd (6-30)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: —
Dire bison resemble their smaller normal-sized relatives. They can grow to a length of 20 feet and weigh up to 6,000 pounds.
Humanoids often hunt dire bison for the value of their pelts as well as the copious amounts of meat they can provide. A single dire bison can feed a village for weeks.
Combat
Dire bison are herbivores, and run from almost any predator. If cornered, however, individuals in the herd will trample anything that threatens them.
Stampede (Ex): A frightened herd of dire bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Huge size or smaller that gets in their way, dealing 2d12 points of damage per each 5 dire bison in the herd (Reflex save DC 24 half). The save DC is Strength based.
Trample (Ex): As a full-round action, a dire bison can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire bison is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 24 Reflex save to take half damage. A trampling dire bison can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength based.
Dire Boar
Large Animal (Dire)
Hit Dice: 7d8+48 (79 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 19 (−1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+17
Attack: Gore +12 melee (2d6+12)
Full Attack: Gore +12 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +5, Will +6
Abilities: Str 27, Dex 10, Con 23, Int 2, Wis 13, Cha 5
Skills Listen +8, Spot +8
Feats: Alertness, Toughness (x2)
Environment: Temperate forests
Organization: Solitary or herd (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —
A dire boar is a foul-tempered swine with tusks nearly a foot long. It stands 5 feet tall at the shoulder, and weighs 1,000 pounds.
Brave souls looking to prove themselves in battle often seek out a dire boar to hunt. Unfortunately for the hunter, the dire boar often wins.
Combat
Dire boars charge at their opponents, trying to gore them with their large tusks.
Ferocity (Ex): A dire boar is such a tenacious opponent that it continues to fight without penalty even when disabled or dying.
Dire Camel
Huge Animal (Dire)
Hit Dice: 5d8+25 (47 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 17 (−2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+21
Attack: Bite +11 melee (1d6+5*)
Full Attack: Bite +11 melee (1d6+5*)
Space/Reach: 15 ft./10 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 30, Dex 16, Con 20, Int 2, Wis 11, Cha 5
Skills Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm desert
Organization: Domesticated or herd (6-30)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: —
A dire camel is 15 feet long, and stands 12 feet tall from its feet to the top of its hump.
True “ships of the desert,” dire camels are often used as caravan pack animals because of their endurance and great size and strength. Nearly the size of an elephant, dire camels can support howdahs that can hold people or cargo (see Carrying Capacity, below).
Combat
Dire camels are not combative creatures, despite being mean-tempered. The spit of a dire camel reeks, and if irritated they use their horrid expectorations to show it.
*A dire camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.
Carrying Capacity: A light load for a dire camel is 3,200 pounds; a medium load, 3,201-6,400 pounds; and a heavy load, 6,401-9,600 pounds. A dire camel can drag 48,000 pounds (24 tons).
Dire Cat
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Claw +3 melee (1d3)
Full Attack: 2 claws +3 melee (1d3), and bite −2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 12, Cha7
Skills Balance +10, Climb +6, Hide +10*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 20 HD (Small); 3 HD (Medium)
Level Adjustment: —
A dire cat resembles a domesticated housecat in almost all ways except size. A dire cat is 3 feet long and over a foot and a half high at the shoulder--larger than a lynx but not as strong. Dire cats come in the same colors and varieties as normal cats:[/b] calico, long-hair, tabby, tortoise-shell, and others.
Dire cats are highly sought after as familiars, being stronger and more durable than normal cats. They are rare, however, and are not easily bred in captivity. A tamed dire cat kitten is worth 100 gp, and a tamed adult is worth 500 gp.
Combat
When angered a dire cat growls, flattens its ears, and hisses at its opponent. An opponent that is not intimidated by this display receives a swat from the dire cat’s sharp claws.
Skills Dire cats have a +4 racial bonus on Climb checks and a +8 racial bonus on Jump checks. Dire cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus increases top +8
Dire Crocodile (Based on the Medium crocodile)
Large Animal (Dire)
Hit Dice: 7d8+42 (73 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 18 (−1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +5/+19
Attack: Bite +14 melee (2d6+15); or tail slap +14 melee (3d6+15)
Full Attack: Bite +14 melee (2d6+15); or tail slap +14 melee (3d6+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision, mobility, scent
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 31, Dex 12, Con 23, Int 2, Wis 12, Cha 2
Skills Hide +4*, Listen +6, Spot +6, Swim +18
Feats: Alertness, Improved Initiative, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6-11)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —
A dire crocodile is twice the size of a normal crocodile, and has larger teeth. Dire crocodiles are the bane of deep tropical rives and salt marshes. Although a dire crocodiles are not as large as some giant saltwater crocodiles, it is stronger and more ferocious.
This statistics block can also describe a dire alligator.
Combat
A dire crocodile lunges it its opponent with its jaws open wide.
Improved Grab (Ex): To use this ability, a dire crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the dire crocodile establishes a hold on the opponent in its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A dire crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills A dire crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A dire crocodile has a +4 racial bonus on Hide checks when in the water. Further, a dire crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Dire Deer
Large Animal (Dire)
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (−1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+14
Attack: Gore +9 melee (1d8+7); or hoof +9 melee (1d6+7)
Full Attack: Gore +9 melee (1d8+7); or 2 hooves +9 melee (1d6+7)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, mobility, scent
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 14, Cha 7
Skills Hide +2*, Listen +5, Move Silently +7, Spot +5, Swim +11
Feats: Alertness, Dodge (b), Mobility, Run (b)
Environment: Any temperate land
Organization: Solitary or herd (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: —
A dire deer stands 6 feet at the shoulder and weighs 1,000 pounds. It has an impressive rack of antlers up to 8 feet wide.
Dire deer are hunted for their meat as well as their tough hides. A reasonably intact dire deer hide is worth 50 gp.
Combat
Dire deer usually flee combat, but rutting males are highly aggressive. A dire deer attacks with its antlers, or rears onto its hind legs to smack at opponents with its hooves.
Skills Dire deer have a +4 racial bonus on Hide, Move Silently, and Swim checks. *In forested areas, the Hide bonus increase to +8.
Dire Dog (Based on the Small dog)
Medium Animal (Dire)
Hit Dice: 3d8+12 (25 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 or 19 (+3 Dex, +3 natural, +3 studded leather), touch 13, flat-footed 16
Base Attack/Grapple: +2/+6
Attack: Bite +7 melee (1d6+6)
Full Attack: Bite +7 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 19, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Skills Jump +14 (+13 in armor), Listen +5, Spot +5, Survival +1 (+5 tracking by scent)
Feats: Alertness, Track (b), Weapon Focus (bite)
Environment: Temperate plains
Organization: Solitary or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: —
Dire dogs are the domestic equivalent of dire wolves.
They are large, vicious canines highly prized for their ability to track and kill opponents much larger than themselves. Domesticated dire dogs are often trained and outfitted for war in spiked, studded leather armor. Orcs often use trained dire dogs in warfare.
Combat
Dire dogs attack in a manner similar to normal dogs, biting ferociously with their powerful jaws.
Skills Dire dogs have a +4 racial bonus on Jump checks. *Dire dogs have a +4 racial bonus on Survival checks when tracking by scent.
Dire Eagle
Medium Animal (Dire)
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 90 ft. (average)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Talons +6 melee (1d6+4)
Full Attack: Talons +6 melee (1d6+4), bite +0 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 14, Cha 6
Skills Listen +4, Spot +13
Feats: Weapon Focus
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
A dire eagle is about 5 feet long, and has a wingspan of 12 feet.
These majestic birds are often viewed as beloved by the gods, and are highly revered. They get along well with giant eagles (see the MM) and often intermingle. It has been theorized by some druids that dire eagles are the offspring of giant eagles and normal eagles.
The statistics block here can describe any similar-sized dire bird of prey.
Combat
Dire eagles dive at their prey or opponents, and either rake or grapple with their talons.
Skills Eagles have a +8 racial bonus on Spot checks.
Dire Elephant
Gargantuan Animal (Dire)
Hit Dice: 24d8+198 (306 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 19 (−4 size, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple: +18/+46
Attack: Gore +30 melee (3d8+16, crit 19-20)
Full Attack: Slam +30 melee (3d6+16, crit 19-20) and 2 stamps +25 melee (3d6+8); or Gore +30 melee (3d8+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample 3d8+24
Special Qualities: Low-light vision, scent
Saves: Fort +22, Ref +14, Will +17
Abilities: Str 42, Dex 10, Con 27, Int 2, Wis 13, Cha 11
Skills Listen +20, Spot +16
Feats: Alertness, Endurance, Improved Critical (gore), Iron Will, Power Attack, Skill Focus (Listen), Snatch (with trunk, see details below), Toughness (x2)
Environment: Warm plains
Organization: Solitary or herd (6-30)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 25-48 HD (Gargantuan); 48-72 HD (Colossal)
Level Adjustment: —
A dire elephant is a truly tremendous animal, as large as some dinosaurs. It stands 20 feet high at the shoulder, and weighs many tons. Its trunk is thicker than a human’s body and is 20 feet long.
A dire elephants is as intelligent as a normal elephant and can be trained to carry a howdah almost as big as a house. Trained and outfitted for war, a dire elephant is a nearly unstoppable dreadnaught from which warriors can launch swarms of arrows. Some dire elephants are trained as mobile siege engines, even to the point of having catapults and ballistae mounted on their backs. War engineers have for centuries pondered how to use dire elephants to pull down entire castles, but have been frustrated by the prospects of inventing ropes strong enough for the task.
Combat
A dire elephant usually charges and tramples its opponent, but it can be trained to batter buildings or slam with its trunk.
Snatch (Ex [Feat]): A dire elephant can choose to start a grapple when it its with a slam attack, as though it had the improved grab special attack. If the dire elephant gets a hold on a creature three or more sizes smaller, it squeezes each round for 3d6+24 damage. A snatched opponent is held in the dire elephant’s trunk.
The dire elephant can drop a creature it has snatched as a free action (the dropped creature takes 2d6 points of damage from the fall) or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet it traveled.
Trample (Ex): As a full-round action, a dire elephant can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire elephant is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 38 Reflex save to take half damage. A trampling dire elephant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.
Carrying Capacity: A light load for a dire elephant is 33,200 pounds; a medium load, 33,201-66,402 pounds; and a heavy load, 66,402-99,600 pounds. A dire elephant can drag 498,000 pounds (249 tons).
Dire Fox
Medium Animal (Dire)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 6
Skills Hide +4, Jump +18, Listen +9, Spot +9
Feats: Alertness, Weapon Focus (bite)
Environment: Temperate and cold plains
Organization: Solitary or pack (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —
A dire fox is a large canine with a luxurious red coat. Although not as widely feared and reviled as dire wolves, dire foxes have a bad reputation among farmers. A pack of dire foxes can take several sheep or even a few cows in a single night.
Dire foxes are hunted for their pelts as well as for sport. A reasonably intact dire fox pelt is worth 75 gp.
Combat
Dire foxes, like their lesser kin, are reclusive and tend to avoid combat with larger creatures unless they have superior numbers. In combat a dire fox attacks with its bite, tearing at the opponent’s flesh with its long teeth.
Skills Dire foxes have a +4 racial bonus on Jump, Listen, and Spot checks. *Due to their coloration, arctic dire foxes have a +8 racial bonus pn Hide checks when in snow-covered surroundings.
Dire Goat
Medium Animal (Dire)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Head butt +6 melee (1d6+6)
Full Attack: Head butt +6 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trample 1d6+4
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 12, Cha 6
Skills Listen +6, Spot +5
Feats: Alertness, Great Fortitude
Environment: Any temperate land
Organization: Solitary, pack (2-5), or herd (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —
Dire goats stand 3 feet tall at the shoulder and resemble their smaller cousins.
Although they are normally wild, domesticated dire goats are not unheard of. They are domesticated their meat as well as the amounts of milk they can produce.
Combat
Dire goats are non-aggressive unless threatened or provoked. A dire goat rams opponents with its head, or tries to run them over.
Trample (Ex): As a full-round action, a dire goat can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire goat is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 15 Reflex save to take half damage. A trampling dire goat can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.
Dire Hippopotamus (Behemoth)
Huge Animal (Dire)
Hit Dice: 13d8+81 (139 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 18 (−2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+27
Attack: Bite +18 melee (3d6+15)
Full Attack: Bite +18 melee (3d6+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Capsize, trample 2d6+15
Special Qualities: Hold breath, scent
Saves: Fort +16, Ref +8, Will +9
Abilities: Str 31, Dex 10, Con 22, Int 2, Wis 12, Cha 6
Skills Listen +11, Spot +11
Feats: Alertness, Endurance, Great Fortitude, Toughness, Weapon Focus (bite)
Environment: Warm plains and aquatic
Organization: Solitary or herd (2-5)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: —
Dire hippos resemble their smaller cousins and grow up to 20 feet long and can weigh up to 10,000 pounds.
Dire hippos gave rise to the legends of the behemoth, a massive beast that can drink entire rivers, and make the earth tremble when it walks. Although they can’t quite drink it all, dire hippos are the undisputed masters of the river in which they reside. All predators give them a wide berth.
Combat
A dire hippo fights with its bite, and can sink ships much larger than itself.
Trample (Ex): As a full-round action, a dire hippo can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over opponents in its path; any creature whose space is completely covered by the trampling dire hippo is subject to the trample attack. Trampled opponents can attempt attacks of opportunity, but these take a −4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 24 Reflex save to take half damage. A trampling dire hippo can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.
Capsize (Ex): A submerged dire hippo that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20-60 feet long and a 20% chance to capsize a vessel over 60 feet long.
Hold Breath (Ex): A dire hippo can hold its breath for a number of rounds equal to 5 × its Constitution score before it risks drowning.
Dire Lion
Huge Animal (Dire)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 19 (−2 size, +3 Dex, +8 natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+26
Attack: Claw +17 melee (1d6+11)
Full Attack: 2 claws +17 melee (1d6+11), and bite +11 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Pounce, improved grab, rake 1d6+5
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +10, Will +8
Abilities: Str 33, Dex 17, Con 21, Int 2, Wis 12, Cha 7
Skills Balance +7, Hide −1, Listen +7, Move Silently +12, Spot +7
Feats: Alertness, Power Attack, Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —
A male dire lion is 16 feet long, and weighs over 1,200 pounds. Females are slightly smaller, but use the same statistics.
If normal lions are the kinds of the jungle, then dire lions are the gods. The ear-splitting roar of a male dire lion can be heard for tens miles. As with any great predator, dire lions are often the center of worship in the area in which they hunt.
Combat
Dire lions swat at opponents with their claws, and bite with jaws strong enough to sever a cow’s head.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rage (Ex): Attack bonus is +17 melee, damage 1d6+5.
Skills Dire lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Dire Monitor Lizard
Large Animal (Dire)
Hit Dice: 7d8+42 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 18 (−1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+18
Attack: Bite +13 melee (2d6+13)
Full Attack: Bite +13 melee (2d6+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +11, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 23, Int 2, Wis 12, Cha 2
Skills Climb +15, Hide +6*, Listen +5, Move Silently +6, Spot +5, Swim +17
Feats: Alertness, Great Fortitude, Improved Initiative
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —
A dire monitor lizard is 15 feet long, with thick brown skin. Dire monitor lizards are feared for their great aggression and great hunger, as they strike at anything that could possibly be food. When travelers unknowingly stumble into the territory of dire monitor lizards, all that is later found of them is bloody clothing. Often, nothing is found of them at all.
Combat
A dire monitor lizard attacks prey with a bite, hoping to strike a vital area and disable its opponent quickly.
Skills A dire monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.
Dire Monkey
Small Animal (Dire)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/−3
Attack: Bite +4 (1d4)
Full Attack: Bite +4 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 12, Cha 5
Skills Balance +10, Climb +10, Hide +6, Listen +3, Spot +4
Feats: Weapon Finesse
Environment: Warm forests
Organization: Troop (10-40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: —
A dire monkey is 4 feet tall, and more muscular in proportion than normal monkeys.
Dire monkeys are common in deep jungles, where they often take up residence in old abandoned temple complexes and pyramids. Worshippers of monkey gods often capture them and train them to guard active temples as well.
Combat
In combat, dire monkeys shriek and hurl leaves and fruit in an attempt to intimidate their opponents. If cornered, a dire monkey bites.
Skills Dire monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Dire Moose
Huge Animal (Dire)
Hit Dice: 9d8+54 (94 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (−2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +6/+29
Attack: Head butt +15 melee (2d6+10, crit 19-20); or hoof +14 melee (1d8+5)
Full Attack: Head butt +15 melee (2d6+10, crit 19-20), 2 hooves +9 melee (1d8+5)
Space/Reach: 15 ft./10 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +7
Abilities: Str 30, Dex 12, Con 22, Int 2, Wis 12, Cha 12
Skills Hide −3*, Listen +6, Move Silently +6, Spot +4, Swim +22
Feats: Alertness, Great Fortitude, Improved Critical (head butt), Weapon Focus (head butt)
Environment: Temperate, warm, and cold forest, plains, and hills
Organization: Solitary or pack (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: —
A dire moose is over 20 feet long from nose to tail. Its rack of antlers is 18 feet across.
Dire moose are hunted only by the brave, as their sheer size and strength makes them nearly unbeatable foes. A hunter that can mount a pair of dire moose antlers is sure to receive the praise and admiration of his fellows.
Combat
A dire moose charges with its antlers, but it can rear onto its hind legs and batter opponents with its hooves.
Skills Dire moose have a +2 racial bonus on Hide and Move Silently checks, and a +4 racial bonus on Swim checks. *In forested areas, the Hide bonus increases to +4.
Dire Porcupine
Small Animal (Dire)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/−2
Attack: 1d6 quills +4 melee (1d3+2); or bite +3 melee (1d3+2)
Full Attack: 1d6 quills +4 melee (1d3+2), bite −2 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Quills
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 12, Cha 11
Skills Hide +6, Listen +6
Feats: Weapon Focus (quills)
Environment: Temperate, warm, and cold forest, plains, and hills
Organization: Solitary or pack (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1-3 HD (Medium)
Level Adjustment: —
The dire porcupine ranges in size from 3 to 4 feet in height and can weigh up to 80 pounds. When the porcupine is relaxed, the hair and quills lie flat and point toward the rear of its body. When threatened, it draws up the skin of the back to expose quills facing all directions.
Combat
Dire porcupines are passive until threatened. When faced with possible combat, the dire porcupine raises the quills on its body and spins around, smashing an opponent with its quill-covered tail. If it bites an opponent, 1d4 quills break off from its body and lodge in the opponent.
Quills (Ex): When the dire porcupine strikes with its tail, it dislodges 1d6 quills that automatically break off and lodge in the opponent’s flesh. A lodged quill imposes a −1 circumstance penalty to attacks, saves, and checks. Each 1 minute thereafter, the quill moves deeper into the opponent’s flesh, dealing 1d2 additional points of damage. Removing the quill takes 1 full round and deals 1d4 additional points of damage. If the quill has been embedded for more than 10 rounds, a Strength check at DC 10 is needed to remove the quill. For every minute after that, the DC to remove a lodged quill increases by +1. An unarmed or melee touch attack against a dire porcupine causes 1d4 quills to break off and lodge in the attacker.
Skills Dire porcupines have a +4 racial bonus on Listen checks.
Dire Raccoon
Medium Animal (Dire)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 12, Dex 13, Con 16, Int 2, Wis 11, Cha 5
Skills Hide +9, Listen +4, Spot +5
Feats: Alertness
Environment: Temperate forest and marsh
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-6 HD (Medium)
Level Adjustment: —
Dire raccoons grow to be up to 5 feet long; 4 feet tall when standing on their hind legs. They are generally non-aggressive, but can be territorial during the mating season.
The statistics block above can describe any similarly-sized mammal such as dire gophers, dire groundhogs, and dire opossums.
Combat
A dire raccoon bites with its sharp fangs.
Skills A dire raccoon has a +4 racial bonus on Hide checks.
Dire Ram
Large Animal (Dire)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 16 (−1 size, +1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+14
Attack: Butt +9 melee (1d8+10)
Full Attack: Butt +9 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 24, Dex 13, Con 18, Int 2, Wis 11, Cha 5
Skills Listen +5, Spot +6
Feats: Alertness, Diehard (b), Endurance
Environment: Temperate mountains, hills, and plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-9 HD (Large); 10-15 HD (Huge)
Level Adjustment: —
Dire rams are larger, meaner cousins of normal rams. They can grow to a length of 10 feet and weigh as much as 1,000 pounds.
Dire rams are the majestic lords of their domain, and tolerate not incursion by predators.
Combat
A dire ram charges its opponents, trying to butt with its horns.
Ferocity (Ex): A dire ram is such a tenacious combatant that it continues to fight without penalty even when disabled or dying.
Dire Rat
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 25 ft. (5 squares), climb 25 ft., swim 25 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 2
Skills Balance +10, Climb +11, Hide +11, Move Silently +7, Swim +11
Feats: Weapon Finesse
Environment: Any
Organization: Plague (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire rats are huge rodents, 2 feet long from nose to rump. The hairless tail adds another foot in length.
Dire rats are seen as the bringers of plague and misfortune, but are revered in some cultures that have rodent gods.
Combat
Dire rats bite with their long incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is constitution based.
Skills Dire rats have a +5 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks.
A dire rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A dire rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A dire rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire Rhinoceros
Huge Animal (Dire)
Hit Dice: 15d8+120 (187 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 20 (−2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +11/+33
Attack: Gore +23 melee (3d6+21)
Full Attack: Gore +23 melee (3d6+21)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +17, Ref +9, Will +10
Abilities: Str 38, Dex 10, Con 27, Int 2, Wis 13, Cha 2
Skills Listen +19, Spot +7
Feats: Alertness, Endurance, Improved Bull Rush, Improved Natural Attack (gore), Improved Overrun, Power Attack
Environment: Warm plains
Organization: Solitary or herd (2–12)
Challenge Rating: 7
Advancement: 16-22 HD (Huge); 23–45 HD (Gargantuan)
Level Adjustment: —
The rhinoceros is infamous for its bad temper and willingness to charge intruders.
The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).
Combat
When it is harassed or annoyed, a dire rhinoceros lowers its head and charges.
Powerful Charge (Ex): A dire rhinoceros deals 5d6+42 points of damage when it makes a charge.
Dire Shark (based on Huge Shark)
Gargantuan Animal (Aquatic, Dire)
Hit Dice: 19d8+95 (180 hp)
Initiative: +7
Speed: Swim 70 ft. (14 squares)
Armor Class: 21 (−4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +14/+37
Attack: Bite +21 melee (3d8+16, crit 19-20)
Full Attack: Bite +21 melee (3d8+16, crit 19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: —
Special Qualities: Blindsense, keen scent
Saves: Fort +18, Ref +14, Will +12
Abilities: Str 33, Dex 17, Con 21, Int 2, Wis 12, Cha 3
Skills Listen +14, Spot +14, Swim +19
Feats: Alertness, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Natural Armor, Iron Will, Power Attack
Environment: Cold aquatic
Organization: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 20-38 HD (Gargantuan); 39-57 HD (Colossal)
Level Adjustment: —
A dire shark is a fearsome predator of the deep. It is 50 feet long, and can even attack whales.
Combat
A dire shark bites anything that it detects within its Reach (see above). If what it bites proves to be inedible, it spits it out. Otherwise, the dire shark bites repeatedly until its opponent is dead and can be consumed.
Blindsense (Ex): A dire shark can locate creatures underwater in a 40-foot radius. This ability only works when the dire shark is underwater.
Keen Scent (Ex): A dire share can locate creatures underwater within a 180-foot radius and detect blood in the water at ranges of up to 2 miles.
Skills A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire Skunk
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Musk
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 12, Cha 11
Skills Hide +6, Listen +6, Move Silently +2, Spot +0
Feats: Ability Focus (musk)
Environment: Temperate forests
Organization: Solitary, pack (2-5), or family (4-7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
A dire skunk is 3 feet long, with a tail that rises 2 feet into the air.
When aroused, it stamps it forefeet and hisses.
Combat
A dire skunk gives its opponents every opportunity to back down and leave the area. If it is not left alone, a dire skunk rises onto its forelegs and sprays its musk. A dire skunk bites an opponent not driven away by the odor.
Musk (Ex): Once per round and no more than three times per day, a dire skunk can emit a line of yellowish sulfuric liquid to a range of 10 feet. A creature in the area must succeed on a DC 15 Reflex save or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from its Ability Focus feat. A delay poison or neutralize poison spell removes the effects from a nauseated creature. Creatures with immunity to poison are unaffected by the nauseating effects of skunk musk but are still blinded if they fail their save.
Additionally, the target suffers a −10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with skunk musk. The creature also suffers a −4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear.
Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of skunk musk. The prestidigitation spell cannot clean items stained by skunk musk.
Skills Dire skunks are short-sighted and suffer a −2 racial penalty to Spot checks. They have excellent hearing and have a +4 racial bonus on Listen checks.
Dire Sloth
Medium Animal (Dire)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 10 ft., climb 40 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4), bite +1 melee (1d6+2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Rend 1d4+6
Special Qualities: Low-light vision, scent, single action only
Saves: Fort +7, Ref +3, Will +4
Abilities: Str 18, Dex 10, Con 14, Int 2, Wis 12, Cha 10
Skills Climb +12, Hide +7*, Swim +11
Feats: Great Fortitude, Power Attack
Environment: Warm forest
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —
Dire sloths grow up to be 7 feet long and weigh up to 250 pounds. The fur of a dire sloth is stained green by algae.
Combat
A dire sloth attacks by biting and rending its opponent with its claws.
Rend (Ex):[/b] A dire sloth that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 1d4+6 points of damage.
Single Action Only (Ex):[/b] A dire sloth has poor reflexes and can perform only a single move action or attack action each round. A dire sloth can move up to its speed and attack in the same round, but only if it attempts a charge.
Skills Dire sloths have a +4 racial bonus on Hide and Swim checks. *In areas of dense undergrowth, the dire sloth has a +4 racial bonus on Hide checks. A dire sloth has a +8 racial bonus on Climb and can always choose to take 10 on a Climb check, even if rushed or threatened.
Dire Squirrel
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 25 ft. (5 squares), climb 25 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 2
Skills Balance +13, Climb +11, Hide +7, Jump +5, Move Silently +5
Feats: Weapon Finesse
Environment: Any
Organization: Solitary or crowd (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire squirrels are about 2 feet long from nose to rump. The bushy tail adds another two feet in length.
Dire squirrels are found in profusion in deep forests, dwelling in the massive oak trees or bounding along the ground.
This statistics block can also describe other similarly-sized animals such as dire chipmunks.
Combat
Dire squirrels bite with their sharp teeth, but they usually flee from anything larger than themselves.
Skills Dire squirrels have a +8 racial bonus on Balance, Climb, and Jump checks. A dire squirrel can always choose to take 10 on Climb checks, even if rushed or threatened. A dire squirrel uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.
Dire Tiger
Huge Animal (Dire)
Hit Dice: 15d8+90 (157 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (−2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +11/+31
Attack: Claw +22 melee (2d6+12)
Full Attack: 2 claws +22 melee (2d6+12), and bite +16 melee (3d6+6, crit 19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, pounce, rake (2d6+6)
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +11
Abilities: Str 35, Dex 15, Con 23, Int 2, Wis 12, Cha 8
Skills Balance +9, Hide +1*, Listen +6, Move Silently +9, Spot +6, Swim +15
Feats: Alertness, Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (claw), Power Attack, Weapon Focus (claw)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: —
A dire tiger is 18 feet long from nose to tail, and its paws are larger than a human’s torso.
These massive cats rule the jungle, and are unopposed in their domain. Jungle cultures worship dire tigers out of fear and supreme respect. Some rakshasa cults keep dire tigers as temple guardians and beasts of war.
Combat
Dire tigers rip at their prey with their sharp claws. On the hunt, a dire tiger usually pounces, drags its prey down, and delivers a bite to the head.
Improved Grab (Ex): To use this ability, a dire tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking at attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +22, damage 2d6+12.
Skills Dire tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Dire Toad
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 15 ft. (3 squares)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +0 melee (1d3); or tongue +0 ranged touch (grab)
Full Attack: Bite +0 melee (1d3); or tongue +0 ranged touch (grab)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tongue
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 11, Dex 10, Con 13, Int 1, Wis 14, Cha 4
Skills Jump +12, Hide +10, Listen +5, Spot +5
Feats: Alertness
Environment: Temperate marshes
Organization: Swarm (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire toads are warty amphibians 2 feet across. They lurk in marshy environments and feed on small animals, being too large to eat most insects. Like dire cats, dire toads are valuable familiars thanks to their increased size and strength.
This statistics block can also describe a dire frog.
Combat
A dire toad rarely attacks creatures larger than itself. Larger opponents are never made the target of a dire toad’s tongue attack, but instead receive a bite from its strong jaws.
Tongue (Ex): A dire toad can use its sticky tongue to grab opponents or objects one size category smaller than itself as a ranged touch attack. A dire toad’s tongue has a Reach of 10 feet. A creature or object struck by the dire toad’s tongue is stuck fast, and must succeed on a DC 12 Strength check to free itself. The save DC is Strength based, and includes a +2 racial bonus.
A creature that cannot free itself from the dire toad’s tongue is drawn into its mouth. The opponent is considered to be grappled. The dire toad can then deal bite damage every round as a free action on its turn. Escaping the mouth of a dire toad requires an opposed Strength check.
Skills A dire toad’s coloration gives it a +4 racial bonus on Hide checks. A dire toad has a +12 racial bonus on Jump checks.
Dire Weasel
Small Animal (Dire)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/−4
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 12, Cha 6
Skills Balance +10, Climb +10, Hide +7, Move Silently +8, Spot +2
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —
Dire weasels are 4 feet long and weigh 50 pounds.
Like most mustelids, dire weasels are valued for their pelts. A reasonably intact dire weasel pelt is worth 25 gp.
Combat
Dire weasels bite with their sharp teeth, each as big as an arrowhead. The jaws of a dire weasel can lock in place once it bites, and once latched onto an opponent the dire weasel is difficult to remove.
Attack (Ex): If a dire weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached dire weasel loses its Dexterity bonus to Armor Class and has an AC of 13.
An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Skills Dire weasels have a +4 racial bonus on Move Silently checks, and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A dire weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
Dire Wolf
Large Animal (Dire)
Hit Dice: 6d8+30 (57 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 17 (−1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+10)
Full Attack: Bite +11 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +5
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 12, Cha 7
Skills Hide −2, Listen +6, Move Silently +5, Spot +6, Survival +1 (+4 tracking by scent)
Feats: Alertness, Endurance, Track (b), Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —
A dire wolf is a huge canine, 4 feet tall at the shoulder and 9 feet long.
Their fierceness and ability to decimate entire herds of sheep and cattle overnight make dire wolves the stuff of nightmares for the inhabitants of quiet villages. A lone dire wolf is often mistaken for a werewolf, and is almost always hunted down and killed.
Combat
Dire wolf packs can trail prey for days, harassing it and biting it until it finally collapses form exhaustion. If forced to defend itself in combat, a dire wolf bites its opponent with its massive fangs.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills *Dire wolves have a +4 racial bonus on Survival checks when tracking by scent.
Dire Wolverine
Large Animal (Dire)
Hit Dice: 6d8+45 (72 hp)
Initiative: +2
Speed: 40 ft. (8 squares), burrow 20 ft., climb 20 ft.
Armor Class: 17 (−1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d6+8)
Full Attack: 2 claws +11 melee (1d6+8), and bite +6 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +6
Abilities: Str 26, Dex 15, Con 25, Int 2, Wis 12, Cha 11
Skills Climb +16, Listen +8, Spot +7
Feats: Alertness, Great Fortitude, Toughness, Track (b)
Environment: Cold forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —
A dire wolverine is similar to a dire badger, but is much larger. A dire wolverine is 10 feet long, and stands 3 feet at the shoulder.
Dire wolverine pelts are valued for durability and fur. A reasonably intact dire wolverine pelt is worth 150 gp.
Combat
Dire wolverines, like their cousins the dire badgers, fight with a combination of slashing claws and a vicious bite. They will not back down from combat, even with opponents much larger than themselves.
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains a +4 to Strength, +4 to Constitution, and −2 to Armor Class. The creature cannot end its rage voluntarily.
Skills A dire wolverine has a +8 racial bonus on Climb and can always choose to take 10 on a Climb check, even if rushed or threatened.