DIRE ANIMAL
Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.
DIRE APE
|
Large Animal |
Hit Dice: |
5d8+13 (35 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), climb 15 ft. |
Armor Class: |
15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+3/+13 |
Attack: |
Claw +8 melee (1d6+6) |
Full Attack: |
2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rend 2d6+9 |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +6, Ref +6, Will +5 |
Abilities: |
Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7 |
Skills: |
Climb +14, Listen +5, Move Silently +4, Spot +6 |
Feats: |
Alertness, Toughness |
Environment: |
Warm forests |
Organization: |
Solitary or company (5–8) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–15 HD (Large) |
Level Adjustment: |
— |
A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
Combat
Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
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 BADGER
|
Medium Animal |
Hit Dice: |
3d8+15 (28 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6 squares), burrow 10 ft. |
Armor Class: |
16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
Base Attack/Grapple: |
+2/+4 |
Attack: |
Claw +4 melee (1d4+2) |
Full Attack: |
2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Rage |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +7, Ref +6, Will +4 |
Abilities: |
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Listen +6, Spot +6 |
Feats: |
Alertness, Toughness, TrackB |
Environment: |
Temperate forests |
Organization: |
Solitary or cete (2–5) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–9 HD (Large) |
Level Adjustment: |
— |
These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.
Combat
Dire badgers attack with their sharp claws and teeth.
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 +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
DIRE BAT
|
Large Animal |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares), fly 40 ft. (good) |
Armor Class: |
20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 |
Base Attack/Grapple: |
+3/+10 |
Attack: |
Bite +5 melee (1d8+4) |
Full Attack: |
Bite +5 melee (1d8+4) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
— |
Special Qualities: |
Blindsense 40 ft. |
Saves: |
Fort +7, Ref +10, Will +6 |
Abilities: |
Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 |
Skills: |
Hide +4, Listen +12*, Move Silently +11, Spot +8* |
Feats: |
Alertness, Stealthy |
Environment: |
Temperate deserts |
Organization: |
Solitary or colony (5–8) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
5–12 HD (Large) |
Level Adjustment: |
— |
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Combat
Dire bats swoop down upon unsuspecting prey from above.
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
DIRE BEAR
|
Large Animal |
Hit Dice: |
12d8+51 (105 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: |
+9/+23 |
Attack: |
Claw +19 melee (2d4+10) |
Full Attack: |
2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +12, Ref +9, Will +9 |
Abilities: |
Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Listen +10, Spot +10, Swim +13 |
Feats: |
Alertness, Endurance, Run, Toughness, Weapon Focus (claw) |
Environment: |
Cold forests |
Organization: |
Solitary or pair |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
13–16 HD (Large); 17–36 HD (Huge) |
Level Adjustment: |
— |
The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.
A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.
Combat
A dire bear attacks by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
DIRE BOAR
|
Large Animal |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+0 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
15 (–1 size, +6 natural), touch 9, flat-footed 15 |
Base Attack/Grapple: |
+5/+17 |
Attack: |
Gore +12 melee (1d8+12) |
Full Attack: |
Gore +12 melee (1d8+12) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Ferocity |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +8, Ref +5, Will +8 |
Abilities: |
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8 |
Skills: |
Listen +8, Spot +8 |
Feats: |
Alertness, Endurance, Iron Will |
Environment: |
Temperate forests |
Organization: |
Solitary or herd (5–8) |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
8–16 HD (Large); 17–21 HD (Huge) |
Level Adjustment: |
— |
Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.
Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
Combat
A dire boar charges its opponent, trying to rip the target open with its tusks.
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
DIRE LION
|
Large Animal |
Hit Dice: |
8d8+24 (60 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+6/+17 |
Attack: |
Claw +13 melee (1d6+7) |
Full Attack: |
2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab, pounce, rake 1d6+3 |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +9, Ref +8, Will +7 |
Abilities: |
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +2*, Listen +7, Move Silently +5, Spot +7 |
Feats: |
Alertness, Run, Weapon Focus (claw) |
Environment: |
Warm plains |
Organization: |
Solitary, pair, or pride (6–10) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
9–16 HD (Large); 17–24 HD (Huge) |
Level Adjustment: |
— |
Dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey.
Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds.
Combat
A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself.
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.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Dire lions have a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
DIRE RAT
|
Small Animal |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8 squares), climb 20 ft. |
Armor Class: |
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+0/–4 |
Attack: |
Bite +4 melee (1d4 plus disease) |
Full Attack: |
Bite +4 melee (1d4 plus disease) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Disease |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +3, Ref +5, Will +3 |
Abilities: |
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4 |
Skills: |
Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
Feats: |
Alertness, Weapon FinesseB |
Environment: |
Any |
Organization: |
Solitary or pack (11–20) |
Challenge Rating: |
1/3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
2–3 HD (Small); 4–6 HD (Medium) |
Level Adjustment: |
— |
Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack fearlessly, biting and chewing with their sharp 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 +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.
DIRE SHARK
|
Huge Animal (Aquatic) |
Hit Dice: |
18d8+66 (147 hp) |
Initiative: |
+2 |
Speed: |
Swim 60 ft. (12 squares) |
Armor Class: |
17 (–2 size, +2 Dex, +7 natural), touch 10, flat-footed 15 |
Base Attack/Grapple: |
+13/+27 |
Attack: |
Bite +18 melee (2d8+9) |
Full Attack: |
Bite +18 melee (2d8+9) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Improved grab, swallow whole |
Special Qualities: |
Keen scent |
Saves: |
Fort +14, Ref +13, Will +12 |
Abilities: |
Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10 |
Skills: |
Listen +12, Spot +11, Swim +14 |
Feats: |
Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite) |
Environment: |
Cold aquatic |
Organization: |
Solitary or school (2–5) |
Challenge Rating: |
9 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
19–32 (Huge); 33–54 (Gargantuan) |
Level Adjustment: |
— |
Dire sharks attack anything they perceive to be edible, even larger creatures.
This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.
Combat
Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.
Improved Grab (Ex): To use this ability, a dire shark 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 try to swallow the foe in the following round.
Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
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 TIGER
|
Large Animal |
Hit Dice: |
16d8+48 (120 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+12/+24 |
Attack: |
Claw +20 melee (2d4+8) |
Full Attack: |
2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab, pounce, rake 2d4+4 |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +13, Ref +12, Will +11 |
Abilities: |
Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10 |
Feats: |
Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw) |
Environment: |
Warm forests |
Organization: |
Solitary or pair |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
17–32 HD (Large); 33–48 (Huge) |
Level Adjustment: |
— |
Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.
Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.
Combat
A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.
Improved Grab (Ex): To use this ability, a dire tiger 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.
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
DIRE WEASEL
|
Medium Animal |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+4 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
16 (+4 Dex, +2 natural), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+2/+4 |
Attack: |
Bite +6 melee (1d6+3) |
Full Attack: |
Bite +6 melee (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Attach, blood drain |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +3, Ref +7, Will +4 |
Abilities: |
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11 |
Skills: |
Hide +8, Listen +3, Move Silently +8, Spot +5 |
Feats: |
Alertness, Stealthy , Weapon FinesseB |
Environment: |
Temperate hills |
Organization: |
Solitary or pair |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–6 HD (Medium); 7–9 HD (Large) |
Level Adjustment: |
— |
Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds.
Combat
Dire weasels stalk their prey in the dark and then leap on it, biting and clawing.
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. 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.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
DIRE WOLF
|
Large Animal |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
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 +8, Ref +7, Will +6 |
Abilities: |
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* |
Feats: |
Alertness, Run, TrackB, Weapon Focus (bite) |
Environment: |
Temperate forests |
Organization: |
Solitary or pack (5–8) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
7–18 HD (Large) |
Level Adjustment: |
— |
Dire wolves are efficient pack hunters that will kill anything they can catch.
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Combat
Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) 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 dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
DIRE WOLVERINE
|
Large Animal |
Hit Dice: |
5d8+23 (45 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6 squares), climb 10 ft. |
Armor Class: |
16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 |
Base Attack/Grapple: |
+3/+13 |
Attack: |
Claw +8 melee (1d6+6) |
Full Attack: |
2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Rage |
Special Qualities: |
Low-light vision, scent |
Saves: |
Fort +8, Ref +7, Will +5 |
Abilities: |
Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Climb +14, Listen +7, Spot +7 |
Feats: |
Alertness, Toughness, TrackB |
Environment: |
Cold forests |
Organization: |
Solitary or pair |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–15 HD (Large) |
Level Adjustment: |
— |
Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Combat
Dire wolverines attack opponents wantonly, fearing no other creatures.
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. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
Skills: A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.