Animals

Dire Monkey

  • Dire Monkey
  • Medium Animal
  • Hit Dice: 3d8+6 (30 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: +2/+3
  • Attack: Bite +4 melee (1d6+2) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
  • Full Attack: 1 Bite +4 melee (1d6+2) and 2 Slams -1 melee (1d3+1) or Poop +4 ranged (see below) or Branch +4 ranged (1d6)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: We Fling Our Own, Hooting Frenzy
  • Special Qualities: Low Light Vision
  • Saves: Fort +5, Ref +3, Will +2
  • Abilities: Str 14, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  • Skills: Balance +10, Climb +11, Hide +3, Listen +3, Spot +3
  • Feats: Weapon Finesse, Point Blank Shot, Brachiation (B)
  • Environment: Warm Forests
  • Organization: Solitary, Pair, Troupe (10-40)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Usually Neutral
  • Advancement: 4-6 HD (Large)
  • Level Adjustment: -

"Bert…tell me that ain't poop that just hit the back o' mah head…"

Dire Monkeys are man sized monkeys, with all the prerequisite monkey nastiness you see in zoos multiplied tenfold.

Skills: Dire Monkeys have a +8 Racial Bonus to Balance and Climb Checks. They may always take 10 on a Climb Check. They may use their Strength or Dexterity Modifier for Climb checks, whichever is better.

We Fling Our Own: As a Full Round action a Dire Monkey can poop in it's hand and fling it at an opponent. Considering the grubs, dead things, and god knows what other foulness they eat, this is an excellent defense. Dire Monkey poop is widely considered to be one of the most foul substances in the known world, and no one wants it on them. Anyone hit by it must make a DC 13 Fortitude Save or be Nauseated for 2 rounds (along with screaming" What, Oh Lord, have I done to deserve this??"). Save DC is Constitution based. In addition, if it isn't washed of within 5 minutes, the smell will remain for 1d6 days giving creatures tracking you by scent a +4 circumstance bonus to their rolls.

Hooting Frenzy: When on the attack Dire Monkeys go totally insane, flinging leaves, dirt, twigs, and god knows what else. They constantly hop around screaming, waving their arms, urinating freely on opponents. Which is a nice way of saying they're one hell of a distraction. If a Dire Monkey is in at least 2 adjoining spaces an opponent must make a DC 11 Willpower Save or be Shaken for the remainder of the encounter. Save DC is Charisma Based, with a +2 Racial Bonus.

Combat: Dire Monkeys usually fling poop, or branches if that doesn't drive someone off. If the opponent still persists they go into a frenzy and charge en masse in an attempt to scare opponents off or beat them senseless otherwise.

Hummingbird Swarm

  • Hummingbird Swarm
  • Fine Animal
  • Hit Dice: 3d8 (24 hp)
  • Initiative: +9
  • Speed: Fly 50 ft. ( 10 squares), Perfect
  • Armor Class: 23 (+8 Size, +5 Dex), touch 23, flat-footed 18
  • Base Attack/Grapple: +2/-
  • Attack: Swarm (1d6)
  • Full Attack: Swarm (1d6)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Distraction
  • Special Qualities: Low Light Vision, Immune to Weapon Damage, Swarm Traits, Evasion
  • Saves: Fort +3, Ref +8, Will +3
  • Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 15, Cha 8
  • Skills: Hide +21, Listen +7, Spot +7
  • Feats: Alertness, Improved Initiative
  • Environment: Temperate Forest or Marshes
  • Organization: Solitary (Hummingbirds only swarm when summoned magically)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"Burt…Burt there's a buncha teeny birds lookin' at me. Lookin' at me like ah don't belong…"

Nothing says AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHH like being surrounded by angry Hummingbirds. Normally Hummingbirds don't swarm unless magically summoned, and they usually get more guffaws than gasps. At least until the first one puts out someone's eye.

Combat: Hummingbirds peck and run if the opponent can fight back, or just swarm him if he can't.

Chiropterid

  • Chiropterid
  • Huge Animal
  • Hit Dice: 18d8+144 (288 hp)
  • Initiative: -1
  • Speed: 40 ft. (8 squares), Climb 20 ft.
  • Armor Class: 19 (-2 Size, -1 Dex, +12 Natural), touch 7, flat-footed 19
  • Base Attack/Grapple: +13/+31
  • Attack: Claw +21 melee (2d6+10)
  • Full Attack: 2 Claws +21 melee (2d6+10) and 1 Bite +16 melee (3d6+5)
  • Space/Reach: 15 ft./10 ft.
  • Special Attacks: Sonic Pulse, Swat
  • Special Qualities: Blindsight 240', Scent, Low Light Vision
  • Saves: Fort +20, Ref +10, Will +8
  • Abilities: Str 30, Dex 9, Con 25, Int 2, Wis 15, Cha 10
  • Skills: Listen +15, Search +6, Spot +9, Survival +7
  • Feats: Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Toughness, Power Attack, Track
  • Environment: Warm Forests
  • Organization: Solitary
  • Challenge Rating: 10
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 19-36 HD (huge)
  • Level Adjustment: -

"As you look up from the jungle floor to the walls of the cliffsides above, you see soemthing stirring in the giant caves running down their lengths. Emerging from them are enormous wingless bat creatures. The Chiropterids are awake for their nightly hunt."

The great Druidess Devi Hyooman tired of the endless swarms of gigantic mosquitoes infesting the rain forest she lived in. The Dire Bats she had imported were too big to maneuver through the trees to catch them. So she began a very selective breeding program over the years. Eventually the Dire Bats became so big they lost the power of flight, their forelimbs now long front legs on their semi-erect quadrupedal forms. They were massively barrel chested, and their sonar apparatus much more powerful, able to stun the mosquitoes long enough to be swatted from the air. Even after she has passed on they continue living in the cliffs overlooking their jungle homes.

Sonic Pulse (Ex): As a Full Round Action the Chiropterid may unleash a nasty pulse of sound at it's opponents (usually giant mosquitoes). This has the effect of an 80' Cone, and anything in the area must make a DC 26 Fortitude Save (Save DC is Constitution based), or be Stunned for 1d6 rounds. If hte save is successful it is Dazed for 1 round.

Swat (Ex): If the Chiropterid successfully Stuns an opponent with it's Sonic Pulse it may make a Claw Attack as an immediate action. This attack may use the Awesome Blow Feat without taking the -4 penalty to hit. Flying opponents are knocked from the sky if hit successfully.

Skills: Chiropterids have a +4 Racial Bonus on Listen and Search checks.

Combat: Chiropterids usually open up with their Pulse and begin swatting until there's nothing left to fight, or they aren't hungry anymore.

Giant Mosquito

  • "Holy Shit is that a Mosquito?"
  • Medium Vermin
  • Hit Dice: 2d8+2 (18 hp)
  • Initiative: +3
  • Speed: 10 ft. (2 squares), Fly 80 ft., Good
  • Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
  • Base Attack/Grapple: +1/+5
  • Attack: Proboscis +4 melee (1d6 plus disease)
  • Full Attack: Proboscis +4 melee (1d6 plus disease)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Blood Drain, Improved grab, Anesthesia, Disease
  • Special Qualities: Dark Vision 60'. Vermin traits, Improved Scent
  • Saves: Fort +4, Ref +3, Will +1
  • Abilities: Str 11, Dex 16, Con 12, Int -, Wis 12, Cha 2
  • Skills: Spot +4, Survival +4 (+6 track by scent)
  • Feats: Weapon Finesse
  • Environment: Any Warm or Temperate
  • Organization: Solitary or Swarm (3-10)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 3-4 HD (Medium)
  • Level Adjustment: -

"Bert…wake up Bert…it's on mah face…I need hep dammit…"[/B]

All jungles have mosquitoes. Some of them have reeeeally big mosquitoes.

Blood Drain (Ex): Each round the Mosquito has a victim Pinned in a Grapple it does 1 point of temporary Constitution damage. it will leave after it has drained 8 Constitution and become full.

Improved Grab (Ex): If the Mosquito succeeds with it's Proboscis attack it may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. Mosquitoes gain a +4 Racial Bonus to Grapple Checks.

Anesthesia (Ex): If the Mosquito attacks a sleeping or unaware victim (flat-footed) they must make a DC 12 Fortitude Save to realize the attack is happening due to the numbing effect of the Mosquitoes bite. Save DC is Constitution Based.

Disease (Ex): West Nile virus—bite. Fortitude save (DC 12) negates; incubation period 1d4 days; initial damage 1 Dex and 1 Con; secondary damage 1d2 Dex (temporary) and 1d2 Con (temporary or permanent).

Improved Scent (Ex): As the Scent ability listed on page 314 of the Monster Manual, but the Mosquito can smell blood up to 1 mile away.

Skills (Ex): Mosquitoes gain a +4 Racial Bonus to Track and Survival checks.

Combat: Mosquitoes end to fly straight up, grapple, suck, and fly away as fast as they can. Then come back in a few hours if they're still hungry. Damn skeeters…

Dire Tree Kangaroo

  • Dire Tree Kangaroo
  • Large Animal
  • Hit Dice: 5d8+10 (50 hp)
  • Initiative: +4
  • Speed: 20 ft. (4 squares), Climb 40 ft.
  • Armor Class: 16 (-1 Size, +4 Dex, +3 Natural), touch 13, flat-footed 12
  • Base Attack/Grapple: +3/+11
  • Attack: Claw +7 melee (1d4+4)
  • Full Attack: 2 Claws +7 melee (1d4+4)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Pounce from Above!
  • Special Qualities: Low Light Vision, Tree Travel
  • Saves: Fort +6, Ref +8, Will +2
  • Abilities: Str 18, Dex 18, Con 15, Int 2, Wis 12, Cha 6
  • Skills: Balance +13, Climb +14, Hide +2, Jump +25, Listen +5, Move Silently +6, Spot +5
  • Feats: Alertness, Stealthy
  • Environment: Warm Forest
  • Organization: Solitary
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement:
  • Level Adjustment: -

"GIT IT OFF MEEEEEEE…aww it's all cute and fuzzy like…BUT ITS EVIL!! GITITOFFMEEEEEEE"

Dire Tree Kangaroos are fuzzy marsupial critters almost the size of tigers with a sense of humor (they enjoy pouncing on people from out of trees).

Pounce from Above (Ex): When leaping from a tree onto an opponent below the Dire Tree Kangaroo is considered to be doing a Charge Attack and does +2d6 damage as it lands on the opponent.

Tree Travel (Ex): Dire Tree Kangaroos may move through the trees quicker than they can on the ground. A Dire Tree Kangaroo may move at 40' while leaping through the trees.

Skills: The Dire Tree Kangaroo has a +8 Racial Bonus to Climb and Balance checks, and a +20 Racial Bonus to Jump checks.

Combat: Dire Tree Kangaroos generally aren't all that offensive, but they are sometimes a bit territorial. Hence they tend to drop from the sky on unsuspecting adventurers every so often.

Dire Tamandua

  • Dire Tamandua
  • Medium Animal
  • Hit Dice: 4d8+12 (44 hp)
  • Initiative: +0
  • Speed: 20 ft. (4 squares), Climb 20 ft.
  • Armor Class: 14 (+4 Natural), touch 10, flat-footed 14
  • Base Attack/Grapple: +3/+7
  • Attack: Claw +7 melee (2d4+4)
  • Full Attack: 2 Claws +7 melee (2d4+4)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: -
  • Special Qualities: Low Light Vision, Scent
  • Saves: Fort +7, Ref +4, Will +2
  • Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 12, Cha 6
  • Skills: Climb +12, Listen +4, Search +3
  • Feats: Blind-Fight, Skill Focus (Search)
  • Environment: Warm Forest
  • Organization: Solitary
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 5-8 HD (Medium)
  • Level Adjustment: -

"Uuuh…Burt…there's a uh…there's a weird critter thingie in the tree starin' at us.."

Dire Tamandua's are large tree climbing anteaters. Fairly inoffensive, their claws are still quite nasty if they are frightened.

Skills: Tamandua have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb check.

Combat: Dire Tamandua's tend to flail at opponents with their claws i nthe hopes they will run away. They're too slow to run away themselves.

Dire Poison Arrow Frog

  • Dire Poison Arrow Frog
  • Small Animal
  • Hit Dice: 1d8 (8 hp)
  • Initiative: +3
  • Speed: 30 ft. (6 squares)
  • Armor Class: 14 (+1 Size, +3 Dex), touch 14, flat-footed 11
  • Base Attack/Grapple: +0/-6
  • Attack: Bite +3 melee (1d3-2)
  • Full Attack: Bite +3 melee (1d3-2)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Toxic Skin
  • Special Qualities: Low Light Vision
  • Saves: Fort +2, Ref +5, Will +1
  • Abilities: Str 7, Dex 17, Con 10, Int 1, Wis 12, Cha 2
  • Skills: Climb +11, Jump +11, Listen +3, Spot +3, Swim +9
  • Feats: Weapon Finesse
  • Environment: Warm Forest
  • Organization: Solitary, Pair, or Group (3-5)
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"BURT!! DON'T TOUCH THAT FROG!!"

Dire Poison Arrow Frogs are about the size of baboons.

Skills: Dire Poison Arrow Frogs have a +8 Racial Bonus on Climb, Jump, and Swim checks. They may always take 10 on a climb or swim check even if rushed or endangered. They may use their Dexterity or Strength Bonus for Climb and Jump checks, whichever is better.

Toxic Skin (Ex): The toxins in the Dire Poison Arrow Frogs skin are incredibly poisonous. Anything touching it with bare skin, grappling, or attacking with an unarmed strike or natural weapon risks being poisoned (Contact, Fortitude Save DC 16, Initial and Secondary Damage 3d6 Constitution). Save DC is Con based, the Frog has a +6 Racial Bonus to the Save DC. Anything stupid enough to swallow one whole must make a DC 16 Fortitude Save (Save DC is Con based, the Frog has a +6 Racial Bonus to the Save DC) or violently retch it back up next round taking 1d6 damage in the process.]

Combat: Dire Poison Arrow Frogs rarely initiate combat. They rely on their markings to warn predators of their nature.

Dire Chameleon

  • Dire Chameleon
  • Large Animal
  • Hit Dice: 5d8+15 (55 hp)
  • Initiative: -1
  • Speed: 20 ft. (4 squares), Climb 20 ft.
  • Armor Class: 13 (-1 Size, -1 Dex, +5 Natural), touch 8, flat-footed 13
  • Base Attack/Grapple: +3/+11
  • Attack: Bite +6 melee (1d8+4) or Tongue +2 Ranged Touch (Grapple)
  • Full Attack: Bite +6 melee (1d8+4) or Tongue +2 Ranged Touch (Grapple)
  • Space/Reach: 10 ft./5 ft. (10 ft. with Tongue)
  • Special Attacks: Tongue, Swallow Whole
  • Special Qualities: Low Light Vision, Camouflage, Hide in Plain Sight, Wide Angle Vision
  • Saves: Fort +7, Ref +3, Will +2
  • Abilities: Str 18, Dex 8, Con 16, Int 2, Wis 12, Cha 6
  • Skills: Climb +12, Hide +11, Search +2, Spot +7
  • Feats: Point Blank Shot, Weapon Focus (Tongue)
  • Environment: Warm Forest
  • Organization: Solitary
  • Challenge Rating: 4
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement:
  • Level Adjustment: -

"Bawb…Bawb thet bush is lookin' at me…lokkin' at me with big google eyes…"

Dire Chameleons are the size of small alligators.

Tongue: The Dire Chameleon has a very sticky tongue, and if it successfully a ranged touch attack with it, the Chameleon can immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. If the Grapple Check is successful it may make a Grapple Check to "reel in" the opponent the next round, and it begins doing bite damage the next round after that (if the opponent is too big to swallow) or uses it's Swallow Whole ability.

Swallow Whole: The Chameleon may Swallow any creature up to 2 Size Classes Smaller than itself with a successful Grapple Check. The swallowed creature takes 1d8+4 in bludgeoning damage each round and 4 points of acid damage as well. A swallowed creature may attack the gizzard (AC 12), and doing 15 points of damage with a light slashing or piercing weapon. Muscular action immediately closes the hole, and other swallowed creatures must cut their own way out. The gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine Opponents.

Camouflage: Identical to the Ranger class ability listed on page 48 of the PHB.

Hide in Plain Sight: Identical to the Ranger class ability listed on page 48 of the PHB.

Wide Angle Vision: Dire Chameleons cannot be Flanked, and have a +4 Racial Bonus to Search and Spot checks.

Skills: The Dire Chameleon has a +8 Racial Bonus to Climb Checks, and a +12 Racial Bonus to Hide Checks. They may always Take 10

Combat: Dire Chameleons generally Hide, and use their Tongue once a small prey creature gets close, or bites if something larger gets nearby. If ambush tactics fail, it will try to remain hidden until the opponent leaves.

Mole Rats

  • Dire Naked Mole Rat, Worker
  • Medium Animal
  • Hit Dice: 2d8+4 (20 hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares), Burrow 30 ft.
  • Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
  • Base Attack/Grapple: +1/+3
  • Attack: Bite +3 melee (1d8+4)
  • Full Attack: Bite +3 melee (1d8+4)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: -
  • Special Qualities: Blind, Painless, Survival Adaptations, Scent, Tremorsense 60', Blindsense 30', Acid Resistance 3
  • Saves: Fort +5, Ref +5, Will +1
  • Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 4
  • Skills: Listen +3, Search +3
  • Feats: Improved Natural Attack (Bite)
  • Environment: Underground
  • Organization: Solitary, Group (3-6), or Colony (25-50)
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 3 HD (Medium)
  • Level Adjustment: -
  • Dire Naked Mole Rat, Soldier
  • Medium Animal
  • Hit Dice: 3d8+12 (36 hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares), Burrow 30 ft.
  • Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
  • Base Attack/Grapple: +2/+5
  • Attack: Bite +5 melee (1d8+6)
  • Full Attack: Bite +5 melee (1d8+6)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Listen +4, Search +3
  • Special Qualities: Blind, Painless, Survival Adaptations, Scent, Tremorsense 60', Blindsense 30', Acid Resistance 3
  • Saves: Fort +6, Ref +5, Will +2
  • Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 4
  • Skills: Improved Grab
  • Feats: Improved Natural Attack (Bite), Improved Toughness
  • Environment: Underground
  • Organization: Solitary, Group (3-6), or Guard (10-25)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 4-5 HD (Medium)
  • Level Adjustment: -
  • Dire Naked Mole Rat, Queen
  • Large Animal
  • Hit Dice: 5d8+25 (65 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares), Burrow 30 ft.
  • Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 15
  • Base Attack/Grapple: +3/+12
  • Attack: Bite +7 melee (2d6+10)
  • Full Attack: Bite +7 melee (2d6+10)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Improved Grab
  • Special Qualities: Blind, Painless, Survival Adaptations, Scent, Tremorsense 90', Blindsense 60', Acid Resistance 5
  • Saves: Fort +8, Ref +5, Will +3
  • Abilities: Str 20, Dex 12, Con 18, Int 2, Wis 14, Cha 8
  • Skills: Listen +6, Search +4
  • Feats: Improved Natural Attack (Bite), Improved Toughness
  • Environment: Underground
  • Organization: Solitary, plus 5 Soldiers and 10 Workers
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 6-8 HD (Large)
  • Level Adjustment: -

"Burt…Burt I think we got moles…big moles…maybe mutants…"

Dire Naked Mole Rats are similar to their smaller cousins, and just as disturbing.

Improved Grab (Ex): Naked Mole Rat Soldiers and Queens may make a Grapple Check against a creature their own Size Class or Smaller without provoking an attack of opportunity. They may use their Bite during a Grapple.

Blind (Ex): Naked Mole Rats are effectively Blind, meaning they are immune to any effect requiring eyesight.

Painless (Ex): Naked Mole Rats cannot feel pain as well as other creatures. They are immune to subdual damage or penalties based solely on pain (i.e. spells like Wrack, Symbol of Pain, etc).

Survival Adaptations (Ex): Naked Mole Rats have a +4 Racial Bonus on all Fortitude Saves made against disease, starvation, dehydration, or suffocation.

Blindsense (Ex): Naked Mole Rats are extremely aware of changes in the air pressure in their confining burrows. As long as they are within their tunnel system they effectively have Blindsight.

Skills (Ex): Naked Mole Rats have a +4 Racial Bonus on Search checks.

Combat: Naked Mole Rats are extremely xenophobic, killing anything entering their burrows, even mole rats from other groups. They swarm en masse and bite away or try to block the tunnel by filling it with dirt.

Dire Spitting Cobra

  • Dire Spitting Cobra
  • Huge Animal
  • Hit Dice: 9d8+45 (118 hp)
  • Initiative: +6
  • Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
  • Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 18
  • Base Attack/Grapple: +6/+21
  • Attack: Bite +11 melee (1d8+7 plus poison) or Spit +6 ranged touch (Blindness)
  • Full Attack: Bite +11 melee (1d8+7 plus poison) or Spit +6 ranged touch (Blindness)
  • Space/Reach: 15 ft./10 ft.
  • Special Attacks: Spit Venom, Poison
  • Special Qualities: Low Light Vision, Scent
  • Saves: Fort +11, Ref +10, Will +5
  • Abilities: Str 24, Dex 15, Con 20, Int 2, Wis 14, Cha 2
  • Skills: Balance +12, Climb +17, Hide +2, Listen +8, Spot +8, Swim +15
  • Feats: Ability Focus (Poison, Spit Venom), Improved Initiative, Lightning Reflexes
  • Environment: Warm Forest or Underground
  • Organization: Solitary
  • Challenge Rating: 5
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 10-18 HD (Huge), 19-36 HD (Gargantuan)
  • Level Adjustment: -

"Honey!! Honey git the wand! Them snakes is back a' spittin' on the cows agin!"

Dire Spitting Cobras are an unfortunate problem in jungles about the world. Their ability to permanently blind opponents with their venom makes them much worse opponents than the average giant snake.

Spit Venom (Ex): If the Dire Spitting Cobra can hit with a ranged touch attack, it's opponent must make a DC 21 Fortitude Save or be permanently blinded. If the Cobra succeeds in making a critical hit some of the venom seeps into the victims bloodstream (Contact, Fortitude Save DC 21, Initial and Secondary damage 1d6 Constitution).

Poison (Ex): Injury, Fortitude Save DC 21, Initial and Secondary Damage 2d6 Constitution. Save DC is Constitution based.

Skills: Dire Spitting Cobras have a +4 Racial Bonus to Hide, Listen and Spot checks, and a +8 Racial Bonus to Balance, Climb and Swim checks. They may always take 10 on a Climb or Swim check, and may use the Run action while swimming in a straight line. They may use their Dexterity or Strength Modifier for Climb checks, whichever is better.

Combat: Dire Spitting Cobras usually blind opponents with venom before moving in for the bite. Usually the poison is enough to finish off most opponents.

Dire Porcupine

  • Dire Porcupine
  • Large Animal
  • Hit Dice: 8d8+40 (104 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares), Climb 30 ft.
  • Armor Class: 18 (-1 Size, +1 Dex, +8 natural), touch 10, flat-footed 18
  • Base Attack/Grapple: +6/+17
  • Attack: Quill Slam +12 melee (1d4+7)
  • Full Attack: Quill Slam +12 melee (1d4+7)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Quill Slam
  • Special Qualities: Low Light Vision, Quill Defense
  • Saves: Fort +10, Ref +7, Will +3
  • Abilities: Str 24, Dex 13, Con 18, Int 2, Wis 12, Cha 8
  • Skills: Climb +16, Listen +6, Spot +6
  • Feats: Alertness, Endurance, Improved Toughness
  • Environment: Warm or Temperate Desert, Forest, Hills, and Plains
  • Organization: Solitary
  • Challenge Rating: 4
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 9-16 HD (Large)
  • Level Adjustment: -

"Aw man…Burt I don't think we can save yer dawg now…"

Dire Porcupines are pests with an insatiable desire for munching salt. They'll even strip paint from buildings to get it. They shed their deadly quills every where, and some have wiped out herds as all the bulls charge them and die after getting stuck. Farmers and hunters hate them. But they're huge, good climbers, and about as powerful as a bear. A pointy bear. A pointy bear who likes to lick paint.

Quill Defense (Ex): Anyone striking the Porcupine with an unarmed strike, a natural weapon, or (god forbid you're this stupid) grappling one becomes impaled on it's quills taking piercing damage equal to 1d6 plus the attackers Strength bonus. For each point of damage taken, 1 quill is embedded in the opponent. If the opponent is using melee weapons that don't have Reach he must make a DC 18 Reflex Save to avoid the quills (Save DC is Constitution based). Any round the character spends doing something strenuous (climbing, swimming, running, fighting, etc) they work their way in further causing the opponent to take a -2 penalty to all rolls until 1d6 rounds after he stops doing strenuous activity. If he spends more than 5 rounds performing strenuous activity he takes 1d6 damage. Quills can be removed several ways. They can be yanked out, doing 1 point of damage per quill. Or they can be removed by a DC 15 Healing check per quill to remove them without doing damage. If the quills aren't removed within a day, infection may set in and they must daily make Fortitude checks to avoid contacting the Red Ache (See DMG page 292). Damage done by the Porcupine's Quill Slam embeds 1 quill per point of damage as well.

Skills: Porcupines get a +8 Racial Bonus to Climb checks, and may always take 10 on a Climb check.

Combat: Porcupines usually just raise their quills and once an opponent has attacked them they usually decide not to do so again. If he is stupid enough to try it again the Dire Porcupine will grapple trying to lodge as many quills in the opponent as possible.

Dire Shrew

  • Dire Shrew
  • Small Animal
  • Hit Dice: 2d8+4 (20 hp)
  • Initiative: +4
  • Speed: 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
  • Armor Class: 16 (+1 Size, +2 Dex, +3 Natural), touch 13, flat-footed 14
  • Base Attack/Grapple: +1/-2
  • Attack: Bite +6 melee (1d4+3 plus poison)
  • Full Attack: Bite +6 melee (1d4+3 plus poison)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Poison
  • Special Qualities: Low Light Vision, Scent, Hyper Metabolism, Ferocity, Fearless
  • Saves: Fort +5, Ref +5, Will +2
  • Abilities: Str 12, Dex 15, Con 15, Int 2, Wis 14, Cha 6
  • Skills: Listen, Search, Survival
  • Feats: Improved Initiative, Track (B), Weapon Finesse (B)
  • Environment: Any Temperate or Warm except Aquatic or Underground
  • Organization: Solitary
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 3-4 HD (Medium)
  • Level Adjustment: -

"RUN! It's a big squeaky thang!!"

Dire Shrews are ravenous pests that infest virtually every environment in the known world. Since they need to eat their own weight in food each day, they're are considered a prime target for farmers whose stock they tend to raid. Few critters are as damaging to the environment as the Dire Shrew.

Poison (Ex): Injury, DC 13 Fortitude Save (Save DC is Constitution based), Initial Damage is 1d6 Constitution, Secondary damage is Paralysis.

Hyper Metabolism (Ex): Dire Shrews have a -2 Racial Penalty made on all Fortitude Saves to avoid starvation, and must begin making rolls after 12 hours if it has not eaten. But it has a Racial Bonus to attack, damage, and initiative rolls equal to it's Constitution Modifier.

Ferocity (Ex): The Dire Shrew may fight and act normally from -1 to -9 hit points.

Fearless (Ex): Dire Shrews are immune to Fear effects.

Skills: Shrews have a +8 Racial Bonus to Climb and Swim checks, and may always take 10 on a Climb or Swim check. They also have a +4 Racial Bonus on Listen Checks.

Combat: Shrews charge and begin biting furiously, trusting in their venom to bring down prey. They are almost fearless, and will attack even creatures bigger than themselves.

Dire Bunny

  • Dire Bunny
  • Large Animal
  • Hit Dice: 6d8+18 (66 hp)
  • Initiative: +3
  • Speed: 50 ft. (10 squares), Burrow 20 ft.
  • Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
  • Base Attack/Grapple: +4/+11
  • Attack: Claw +6 melee (1d6+3)
  • Full Attack: 2 Claws +6 melee (1d6+3) and 1 Bite +1 melee (1d6+1)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Improved Grab, Rake (1d6+3)
  • Special Qualities: Low Light Vision, Immune to Nausea, Magic Tinkering, Scent, Scamper
  • Saves: Fort +8, Ref +8, Will +4
  • Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 14, Cha 10
  • Skills: Jump +11, Listen +13, Spot +8
  • Feats: Alertness, Fleet of Foot, Run
  • Environment: Temperate Forests or Plains
  • Organization: Solitary, Pair, Group (4-8), Colony (Several thousand)
  • Challenge Rating: 4
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 6-9 HD (Large), 10-18 HD (Huge), 19-36 HD (Gargantuan), 37+ HD (Colossal)
  • Level Adjustment: -

"Mommie I found a bunny can I keep 'im."

"HOLY !!!"

"Mommie you always told we I wasn't 'sposed to use that word…"

Rumor has it that Dire Bunnies began as either a drunken joke, or the result of a mad farming mage who wanted a bigger food source. If so the joke was on him. A diet of pure rabbit meat can lead to a condition known as "rabbit starvation", and they mindlessly reproduce much quicker than sheep or cattle. Some are extwa fwuffy though, so their fur is quite prized. they aren't as good at burrowing as their rgular sized cousins, but they can still scamper quite fast.

Improved Grab (Ex): If a Dire Rabbit hits with it's Claw Attack, it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may Rake.

Rakes (Ex): In a Grapple the Dire Rabbit has 2 Rake Attacks +6 to hit doing 1d6+3 damage.

Immune to Nausea (Ex): Due to their odd digestive system, rabbits cannot vomit, and so are immune to Nausea.

Magic Tinkering (Ex): Unlike most Dire Animals, Dire Rabbits come about as a result of magic used to increase their potential (much like Magebred horses in Eberron). Unfortunately it went awry, and instead Dire Rabbits continue to grow with age. Maximum size and age are currently unknown.

Scamper (Ex): If it wishes to flee a Dire Rabbit can temporarily increase it's Land Speed to 80 ft for (3+Constitution Modifier) rounds. Once it Scampers it is Fatigued and may not scamper again until it has rested.

Skills: Dire Rabbits have a +8 Racial Bonus on Jump checks. They also have a +4 Racial Bonus on Listen checks.

Combat: Bunnies are much like cats in that they prefer to grab hold and rake.

Dire Hamster

  • Dire Hamster
  • Small Animal
  • Hit Dice: 1d8 (8 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares), Burrow 20 ft., Climb 15 ft.
  • Armor Class: 13 (+1 Size, +1 Dex, +1 Natural), touch 12, flat-footed 12
  • Base Attack/Grapple: +0/-5
  • Attack: Nibble +1 melee (1d3-1)
  • Full Attack: Nibble +1 melee (1d3-1)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Wrasslin'
  • Special Qualities: Low Light Vision, Rubber Spine
  • Saves: Fort +2, Ref +3, Will +1
  • Abilities: Str 8, Dex 13, Con 10, Int 2, Wis 13, Cha 8
  • Skills: Climb +9, Escape Artist +9, Hide +6, Listen +6, Search +1, Spot +2
  • Feats: Weapon Finesse
  • Environment: Any Warm or Temperate except Aquatic or Marsh
  • Organization: Solitary, Pair, or Colony (10-50)
  • Challenge Rating: 1/3
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"Where the hell is that halfling with our dinner? Check the kitchen Bert."

10 minutes later

He's wrasslin' a 40 pound hamster over a carrot Bob."

"Friggin' hamsters…HEY PECK!! QUIT MESSIN' AROUND AND MAKE SOME FOOD ALREADY!"

Dire Hamsters are dangerous not in the traditional sense. They aren't particularly powerful, but they breed quick, they always seem hungry, and a colony of them can wipe out a farm community pretty quick.

Wrasslin' (Ex): Hamsters love to wrestle over food or mates. They may attempt a Grapple check without provoking an Attack of Opportunity.

Skills (Ex): Hamsters have a +4 Racial Bonus on Listen and Search checks. They also have a +8 Racial Bonus on Climb and Escape Artist checks, and may always Take 10 on a Climb Check. They may use their Strength or Dexterity Modifier for Climb Checks, whichever is better.

Rubber Spine (Ex): Hamsters subtract 10 feet from the distance of any fall before figuring up falling damage.

Combat: Hamsters will grapple opponents their own size or smaller, but generally flee other opponents unless their pups are threatened.

Dire Guinea Pig

  • Dire Guinea Pig
  • Medium Animal
  • Hit Dice: 2d8 (16 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares), Swim 20 ft.
  • Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
  • Base Attack/Grapple: +1/+1
  • Attack: Nibble +2 melee (1d4)
  • Full Attack: Nibble +2 melee (1d4)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: -
  • Special Qualities: Low Light Vision, Scent
  • Saves: Fort +3, Ref +4, Will +2
  • Abilities: Str 11, Dex 12, Con 11, Int 2, Wis 14, Cha 8
  • Skills: Hide +2, Jump +2, Listen +8, Spot +2, Swim +8
  • Feats: Weapon Finesse
  • Environment: Warm or Temperate Plains
  • Organization: Solitary, Pair, or Colony (10-50)
  • Challenge Rating: 1/3
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"Why is the ground rumbling? What the hell is that squeaking noise?"

Dire Guinea Pigs are either the pets of odder than usual Giants, or livestock animals for smaller humanoid races who have been brave enough to steal them from giants and raise them on their own. Few towns are insane enough to steal a Giants beluved pet, so quite frankly most of the humanoids you'll encounter raising these will be pretty freaky too. Let's face it what kind of starving, inbred whackadoo steals the pets o something that can squish them without a second thought?

Skills: Guinea Pigs have a +4 Racial Bonus to Listen Checks, and a +8 Racial Bonus to Swim Checks.

Combat: Guinea Pigs run, they don't fight. If they're cornered or defending their kids they'll put on a show, but they aren't really great combatants.

Dire Giraffe

  • Dire Giraffe
  • Huge Animal
  • Hit Dice: 18d8+90 (234 hp)
  • Initiative: +0
  • Speed: 40 ft. (8 squares)
  • Armor Class: 17 (-2 Size, +9 Natural), touch 8, flat-footed 17
  • Base Attack/Grapple: +13/+31
  • Attack: Head Butt +21 melee (2d8+10)
  • Full Attack: 1 Head Butt +21 melee (2d8+10) and 2 Stamps +16 melee (2d6+5)
  • Space/Reach: 15 ft./15 ft.
  • Special Attacks: Trample (2d8+20), Increased Reach
  • Special Qualities: Low Light Vision
  • Saves: Fort +16, Ref +11, Will +7
  • Abilities: Str 30, Dex 10, Con 20, Int 2, Wis 13, Cha 10
  • Skills: Listen +13, Spot +14
  • Feats: Alertness, Awesome Blow, Brutal Strike, Endurance, Improved Bull Rush, Power Attack, Run
  • Environment: Warm Plains
  • Organization: Solitary, or Herd (4-12)
  • Challenge Rating: 9
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 19-27 HD (Huge), 28-36 HD (Gargantuan)
  • Level Adjustment: -

"Bert?"

"Yeah Abner?"

"What the is that?"

"Who cares! It's seen us! Run!

The Gods alone know where Dire Giraffe's came from. Some people think of them as proof of a Divine sense of the absurd. Or that maybe the Creators drop acid when no one is looking. It would certainly explain the existence of other things like Ethereal Filchers.

Trample (Ex): DC 26 Reflex Save for half damage.

Increased Reach (Ex): Due to the length of it's neck and limbs the Giraffe has a range of 15'.

Combat: Dire Giraffe's are more interested in mating or chewing grass than anything else, but on occasion they get ahold of some rotten fruit thats been fermenting into alcohol and decide the small people things would be fun to run over.

Dire Pocket Gopher Swarm

  • Dire Pocket Gopher Swarm
  • Tiny Animal
  • Hit Dice: 12d8 (96 hp)
  • Initiative: +2
  • Speed: 20 ft. (4 squares), burrow 20 ft.
  • Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
  • Base Attack/Grapple: +9/-
  • Attack: Swarm (3d6)
  • Full Attack: Swarm (3d6)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Distraction
  • Special Qualities: Swarm traits, Low Light Vision, Half damage from Slashing and Piercing weapons
  • Saves: Fort +8, Ref +10, Will +5
  • Abilities: Str 6, Dex 15, Con 11, Int 2, Wis 12, Cha 4
  • Skills: Hide +4, Listen +11, Move Silently +4, Spot +10
  • Feats: Ability Focus (Distraction), Alertness, Endurance, Stealthy
  • Environment: Warm or Temperate Plains
  • Organization: Solitary
  • Challenge Rating: 5
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"These here is holes Bert."

"Yep."

"You know whut this means dontchew?"

"Yep."

"It means GOPHERS!"

"Yep."

"Gawd I hate Gophers…"

Gophers are normally solitary animals, but Dire Gophers like to swarm for reasons unknown to Druid's and other fauna experts.

Distraction (Ex): Any living creature vulnerable to a Swarm's damage that begins it's turn in the Swarm's area must make a DC 18 Fortitude Save or be Nauseated for 1 turn. See page 316 of the MM.

Combat: Gopher swarms attack pretty much like any other swarm. They're just fuzzier.

Dire Duck

  • Dire Duck
  • Medium Animal
  • Hit Dice: 3d8+3 (27 hp)
  • Initiative: +1
  • Speed: 25 ft. (5 squares), Swim 30 ft., Fly 80 ft. (Average)
  • Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
  • Base Attack/Grapple: +2/+2
  • Attack: Bite +3 melee (1d6)
  • Full Attack: Bite +3 melee (1d6)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: -
  • Special Qualities: Low Light Vision, Hold Breath
  • Saves: Fort +3, Ref +4, Will +2
  • Abilities: Str 11, Dex 13, Con 12, Int 2, Wis 13, Cha 10
  • Skills: Listen +4, Spot +4, Swim +8
  • Feats: Endurance, Weapon Finesse
  • Environment: Any Warm or Temperate except Desert
  • Organization: Solitary, Pair, or Flock (5-30)
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement:
  • Level Adjustment: -

"Bert…Bert ah heers suthin' outside.."

"Would you calm down? You always get nervous when we rob people."

"But this farm smells like duck poop. And mah pappy allas said nevah to rob a farm whut smells like duck poop."

The origin of Dire Ducks is unknown. In recent times some of them have been domesticated, and are raised as guard animals on farms. They are surprisingly well suited to the role, being abnormally sassy given that they're, well, ducks.

Skills: Ducks gain a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim Check. They may also use the Run action while swimming provided they swim in a straight line.

Combat: Ducks like to run at foes quacking and raising hell in an attempt to intimidate them (which usually doesn't work), and then proceed to bite before fleeing out of range of the opponent, and then going back in to bite again.

Dire Electric Eel

  • Dire Electric Eel
  • Large Animal
  • Hit Dice: 6d8+12 (64 hp)
  • Initiative: +0
  • Speed: Swim 30 ft. (6 squares)
  • Armor Class: 13 (-1 Large, +4 Natural), touch 9, flat-footed 13
  • Base Attack/Grapple: +4/+10
  • Attack: Bite +6 melee (1d8+2)
  • Full Attack: Bite +6 melee (1d8+2)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Shock
  • Special Qualities: Low Light Vision, Hold Breath, Blindsense
  • Saves: Fort +7, Ref +5, Will +3
  • Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 12, Cha 4
  • Skills: Listen +9, Swim +10
  • Feats: Ability Focus (Shock), Sudden Ability Focus (Shock)
  • Environment: Warm Aquatic
  • Organization: Solitary
  • Challenge Rating: 4
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 7-12 HD (Large)
  • Level Adjustment: -

"Abner that is the biggest eel evah ah did see."

"Eel? What…OMG BERT DON"T TOUCH THAT.."

KAPOW

"Bert? Bert you okay? Man, explainin' ta yer wife how yer hair got like that is gonna be tuff…"

Shock (Ex): At will as a Standard Action the Electric Eel can unleash a powerful electrical pulse doing 6d6 electricity damage in a 30' Radius with itself in the center. Opponents within this area must make a DC 15 Fortitude Save (Save DC is Constitution based) or be Stunned 1d4 rounds. It is immune to it's own electrical barrage, but not that of other eels, or electrical attacks.

Blindsense (Ex): At will as a Swift Action the Electric Eel can let out a weak pulse of electricity, giving it Blindsense 60' for the round as long as it's underwater.

Skills: Dire Electric Eels have a +8 Racial Bonus to Swim checks. Dire Electric Eels may always take 10 on Swim checks, and may use the Run Action while swimming in a straight line.

Combat: Dire Electric Eels use their Shock attack as often as possible. if opponents seem resistant it will try to flee.

Dire Cat

  • Dire Cat
  • Medium Animal
  • Hit Dice: 3d8+6 (30 hp)
  • Initiative: +3
  • Speed: 40 ft. (8 squares), Climb 20 ft.
  • Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
  • Base Attack/Grapple: +2/+5
  • Attack: Claw +5 melee (1d4+3)
  • Full Attack: 2 Claws +5 melee (1d4+3) and 1 Bite +0 melee (1d6+1)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Improved Grab, Rake
  • Special Qualities: Low Light Vision, Scent
  • Saves: Fort +5, Ref +6, Will +2
  • Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 8
  • Skills: Balance +11, Climb +11, Hide +8, Jump +11, Listen +5, Move Silently +8, Spot +5
  • Feats: Alertness, Run
  • Environment: Temperate Plains
  • Organization: Domesticated or Solitary
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 4-6 HD (Medium)
  • Level Adjustment: -

"Are you sure we should be robbin' an old woman Abner? She might have cats. I hate cats. They always yowl and scratch me."

"Don't be such a wuss Bert."

"Hisssssssssssssssssssssssss…"

"I'm sorry Abner I couldn't hear you over the sound of me shittin' mah self. Could you repeat that?"

No one is sure if Dire Housecats occurred naturally, or they were the result of specialized breeding, or magic. But they make darned excellent watchcats. Now they may cause a little property damage if someone enters your house, but at least the burglars will get what they have coming.

Improved Grab (Ex): If the Dire Kitty hits with it's Claw Attack, it can make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Rake.

Rake (Ex): In Grapples the Dire Kitty has two additional Rake attacks (to hit and damage are same as claw attack).

Skills (Ex): Dire Kitties get a +4 Racial Bonus to all Climb, Hide, and Move Silently Checks, and may always Take 10 on a Climb Check. In addition they may use their Dexterity modifier or Strength modifier for Climb checks, whichever is better. They also have a +8 Racial Bonus to Balance and Jump Checks.

Combat: Dire Kitties fight in a manner common to regular housecats. They hiss until their opponent leaves. If that fails it's the usual pounce, grab, rakerakerakerake.

Dire Whitetail Deer

  • Dire Whitetail Deer
  • Large Animal
  • Hit Dice: 6d8+18 (76 hp)
  • Initiative: +1
  • Speed: 50 ft. (10 squares)
  • Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 15
  • Base Attack/Grapple: +4/+12
  • Attack: Hoof +7 melee (1d6+4) or Gore* +7 melee (1d10+6)
  • Full Attack: 2 Hooves +7 melee (1d6+4) or Gore* +7 melee (1d10+6)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Overrun
  • Special Qualities: Low Light Vision, Multiple Stomachs
  • Saves: Fort +8, Ref +6, Will +3
  • Abilities: Str 18, Dex 13, Con 16, Int 2, Wis 12, Cha 10
  • Skills: Listen +6, Spot +5
  • Feats: Endurance, Run, Improved Bull Rush (B)
  • Environment: Warm or Temperate Forests or Plains
  • Organization: Solitary or Herd (10-30)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 7-12 HD (Large)
  • Level Adjustment:

*Gore can only be performed by males who have antlers.

"Hot Damn!! We git to go deer huntin'!"

"And we're even gettin' paid for it!"

10 minutes later

"Abner…somethin' seem…odd 'bout these deer to you?"

Dire Whitetail deer are a scourge well known for devouring grass that farmers need for their herds (and sometimes their crops as well depending on what they're growing). Many an adventurer has earned money (and a nice relaxing vacation) hunting deer. Many of these adventurers are also coincidentally redneck Barbarians and Rangers, but still…

Overrun (Ex): If the Dire Whitetail Deer performs an Overrun as part of a charge, it does not provoke an attack of opportunity, and also does 1d8+6 damage to it's opponent if successful.

Multiple Stomachs (Ex): Dire Whitetail Deer get a +4 Racial Bonus on Fortitude Saves vs Ingested poisons.

Combat: Deer will only fight if necessary or spooked. usually they run over their opponent while fleeing.

Okapi

  • Okapi
  • Large Animal
  • Hit Dice: 5d8+15 (55 hp)
  • Initiative: +1
  • Speed: 40 ft. (8 squares)
  • Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
  • Base Attack/Grapple: +5/+16
  • Attack: Hoof +11 melee (1d8+7)
  • Full Attack: 2 Hooves +11 melee (1d8+7)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Overrun
  • Special Qualities: Low Light Vision
  • Saves: Fort +7, Ref +5, Will +2
  • Abilities: Str 24, Dex 12, Con 16, Int 2, Wis 13, Cha 6
  • Skills: Listen +5, Spot +5
  • Feats: Endurance, Run, Improved Overrun (B)
  • Environment: Warm Forest
  • Organization: Solitary
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement:
  • Level Adjustment: -

"Okay…seriously Abner what is this thing?"

Overrun (Ex): When successfully performing an Overrun you also do 1d8+7 damage to the opponent.

Skills: Okapi have a +6 Racial Bonus to Hide checks in Jungle settings.

Combat: Okapis are shy, and usually hit attackers a round or two with hooves before fleeing (sometimes fleeing through the attackers).

  • Dire Okapi
  • Huge Animal
  • Hit Dice: 12d8+72 (168 hp)
  • Initiative: +0
  • Speed: 50 ft. (10 squares)
  • Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
  • Base Attack/Grapple: +9/+28
  • Attack: Hoof +18 melee (2d6+11)
  • Full Attack: 2 Hooves +18 melee (2d6+11)
  • Space/Reach: 15 ft./10 ft.
  • Special Attacks: Trample (2d8+16)
  • Special Qualities: Low Light Vision
  • Saves: Fort +14, Ref +8, Will +5
  • Abilities: Str 32, Dex 10, Con 22, Int 2, Wis 13, Cha 8
  • Skills: Listen +9, Spot +8
  • Feats: Endurance, Improved Bull Rush, Improved Overrun, Power Attack, Run
  • Environment: Warm Forest
  • Organization: Solitary
  • Challenge Rating: 6
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement:
  • Level Adjustment: -

"Crap it has an uncle…"

Dire Okapi are shy forest dwellers who apparently like stomping on anything that spooks them.

Trample (Ex): DC 27 Reflex Save for half damage.

Skills: Okapi have a +6 Racial Bonus to Hide checks in Jungle settings.

Trample (Ex): DC 27 Reflex Save for half damage (Save DC is Strength based).

Combat: Dire Okapis are a little tougher mentally than their regular brethren, and willingly stand toe to toe with opponents, usually trying to trample them.

Dire Swan

  • Dire Swan
  • Medium Animal
  • Hit Dice: 3d8+6 (30 hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares), Swim 30 ft., Fly 80 ft. (Average)
  • Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
  • Base Attack/Grapple: +2/+4
  • Attack: Bite +4 melee (1d6+2)
  • Full Attack: Bite +4 melee (1d6+2)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: -
  • Special Qualities: Low Light Vision, Hold Breath
  • Saves: Fort +5, Ref +4, Will +2
  • Abilities: Str 14, Dex 13, Con 14, Int 2, Wis 12, Cha 8
  • Skills: Listen +4, Spot +4, Swim +10
  • Feats: Alertness, Endurance
  • Environment: Any Temperate
  • Organization: Domesticated, Solitary, Pair, or Flock
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 4-6 HD (Medium)
  • Level Adjustment: -

"So what's this weeks assignment Abner?"

"S'nother bird"

"Oh Jesus Christ…"

Dire Swans are raised as living ornaments, and sometimes as guard animals. They are surprisingly mean tempered after all, and make decent guard animals as they're quite loud when surprised or angered.

Hold Breath (Ex): Dire Swans may hold their breath for (4 times Constitution modifier) before it risks drowning.

Skills: Dire Swans have a +8 Racial Bonus to Swim Checks, and may always take 10 on a Swim check.

Combat: Swans tend to charge forward and start biting. They're loud, and very much not subtle.

Dire Pelican

  • Dire Pelican
  • Large Animal
  • Hit Dice: 5d8+15 (55 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares), Swim 30 ft., Fly 90 ft. (Average)
  • Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 13
  • Base Attack/Grapple: +3/+10
  • Attack: Bite +5 melee (1d8+3)
  • Full Attack: Bite +5 melee (1d8+3)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Snatch, Swallow Whole
  • Special Qualities: Low Light Vision
  • Saves: Fort +7, Ref +5, Will +2
  • Abilities: Str 16, Dex 13, Con 16, Int 2, Wis 12, Cha 4
  • Skills: Listen +5, Spot +5, Swim +11
  • Feats: Flyby Attack, Hover
  • Environment: Any Warm or Temperate
  • Organization: Solitary or Creche (20-100)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 6-10 HD (Large)
  • Level Adjustment: -

"Hold still Bert."

"It hzz ma hed in it's mouf."

"Ah got a fish. Th' man down to tha pier said they lahk fish. Heeeere birdie birdie birdie…"

Dire Pelicans are evil fish eating monsters. Or at least that's what the fishermen say. Of course fishermen tend to drink a lot…

Snatch (Ex): The Dire Pelican can use the Snatch Feat despite not qualifying for it on opponents up to 2 Size Classes Smaller than itself. Some have a taste for halfling and gnome.

Swallow Whole (Ex): A Dire Pelican can Swallow Whole any opponent it has grabbed if it is up to two size classes smaller than itself. The swallowed opponent takes 1d6+3 bludgeoning damage and 3 points of acid damage per round it is inside the Pelicans stomach. The victim may cut it's way out with a light slashing or piercing weapon by doing 15 points of damage to it (AC 11). Once the victim exits muscular action closes the hole, and other swallowed victims must cut their own way out. The Dire Pelicans stomach can hold 1 Small, 4 Tiny, or 16 Diminutive or smaller opponents.

Skills: Dire Pelicans gain a +8 Racial Bonus on all Swim Checks.

Combat: Dire Pelicans are pretty brave if their opponent is smaller than them. And composed of some sort of fishlike substance. But occasionally they go mean and attack bigger prey.

Dire Komodo Dragon

  • Dire Komodo Dragon
  • Large Animal
  • Hit Dice: 6d8+24 (72 hp)
  • Initiative: +5
  • Speed: 30 ft. (6 squares)
  • Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
  • Base Attack/Grapple: +4/+14
  • Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
  • Full Attack: Bite +9 melee (2d6+6 plus poison) or Tail Slap +9 melee (2d6+6 plus trip)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Poison, Tail Sweep
  • Special Qualities: Enhanced Scent, Running Spurt, Low Metabolism
  • Saves: Fort +9, Ref +6, Will +3
  • Abilities: Str 23, Dex 12, Con 18, Int 1, Wis 12, Cha 2
  • Skills: Hide +1, Listen +1, Move Silently +6, Spot +1
  • Feats: Ability Focus (Poison), improved Initiative, Run
  • Environment: Warm Forest
  • Organization: Solitary, Pair, or Cluster (3-6)
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 7-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

"LIIIIIIIIIIIIIIIIIZAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRDSSSSSSSS!"

Dire Komodos are larger, meaner versions of their regular cousins.

Poison (Ex): Injury, DC 19 Fort Save, Initial Damage is 1d4 Strength and opponent continues to lose 1 hp per round until the victim takes 1 hp of magical healing or a DC 15 heal Check is made due to continual blood loss. Secondary damage is 2d4 Strength.

Tail Sweep (Ex): If the Dire Komodo successfully hits with it's Tail Slap, it may immediately make a Trip Attempt as a Free Action without provoking an Attack of Opportunity. If it fails it's opponent does not get a Trip attack in return.

Enhanced Scent (Ex): This works like the regular Scent ability, except that it can smell blood/carrion up to 2 miles away.

Running Spurt (Ex): The Komodo can increase it's base land speed by +30 feet for 1 round per point of Constitution modifier. Once used it must rest for 1 hour before it can use the Running Spurt again.

Low Metabolism (Ex): Dire Komodos can go up to a month without food before needing to make Fortitude checks against starvation.

Combat: Komodos usually attack by ambush, and then let the prey run, confident it will bleed out, and that it's Improved Scent will let it track the animal to it's location of demise. Stubborn foes are bitten relentlessly.

Giant Banana Slug

  • Giant Banana Slug
  • Small Vermin
  • Hit Dice: 2d8+2 (18 hp)
  • Initiative: -2
  • Speed: 15 ft. (3 squares)
  • Armor Class: 11 (+1 Size, -2 Dex, +2 Natural), touch 9, flat-footed 11
  • Base Attack/Grapple: +1/-3
  • Attack: Wrap +1 melee touch (grapple)
  • Full Attack: Wrap +1 melee touch (grapple)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Radula, Slime, Wrap
  • Special Qualities: Dark Vision 60', Estivation, Weaknesses, Scent
  • Saves: Fort +4, Ref -2, Will +1
  • Abilities: Str 10, Dex 7, Con 12, Int -, Wis 12, Cha 2
  • Skills: -
  • Feats: -
  • Environment: Warm or Temperate Forest or Mountains
  • Organization: Solitary or Pair
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 3-4 HD (Medium)
  • Level Adjustment: -

"So let me get this straight. We're climbin' 50 feet up thet tree, grabbin' slime critters hangin' from the thing, and wrasslin' them into a bag."

"Ayuh,"

"Screw that. JOE BOB! Joe Bob, burn thet tree down. We'll bag them critters when they fall off."

"FIRE!! HAHAHAHAHAHAHA!!!"

Yeeeaaah…yeah I'm gonna go on record again and say there's soemthin' wrong with thet boy…"

These larger versions of the bright yellow molluscs will scavenge and eat just about anything. Usually little danger to adventurers, they're are most dangerous when they creep up on people in their sleep or drop on them from the tree they were setting in. And they just skeeve people out really.

Wrap (Ex): If the Banana Slug successfully makes a touch attack it is considered to be grappling it's victim.

Slime (Ex): Banana Slugs are covered in slime whose consistency they can alter to make sticky or slippery. While sticky the Slug gains a +8 Racial Bonus to Climb and Grapple Checks. While slippery it gains a +8 Racial Bonus to Escape Artist and a +2 Deflection Bonus to Armor Class. Switching between the two states is a Swift Action.

Radula (Ex): When grappling a slug brings it's boring radula to bear, doing 1d6 damage per round. If it's opponent rolls a natural one on the opposed Grapple Check it also does 1 point of temporary Constitution damage.

Estivation (Ex): During the dry seasons the Banana Slug can hibernate, entering a stat of suspended animation. It takes a Full Round Action to enter or leave hibernation. While the Slug is in estivation it does not require food or water for at least 5 months, and gains a +2 Racial Bonus on all Fortitude Saves against Starvation or Dehydration afterwards.

Weaknesses (Ex): Slugs are exceptionally vulnerable to dehydration. They take a -4 Racial Penalty on any spell or effect that causes deydration or water loss. Throwing a 1/2 pound vial of salt on them does 1d6 damage per round until they wash it off.

Combat: Slugs tend to grab hold and proceed to nibblin'. Lets face it they're slugs, they aren't tactical geniuses.

Dire Ankylosaur

  • Dire Ankylosaur
  • Colossal Animal
  • Hit Dice: 45d8+585 (945 hp)
  • Initiative: -3
  • Speed: 30 ft. (6 squares)
  • Armor Class: 30 (-8 Size, -3 Dex, +31 Natural), touch 0, flat-footed 30
  • Base Attack/Grapple: +33/+66
  • Attack: Tail Slap +43 melee (4d6+34/19-20)
  • Full Attack: Tail Slap +43 melee (4d6+34/19-20)
  • Space/Reach: 30 ft./20 ft.
  • Special Attacks: Trample 8d6+34 (DC 49), Spiny Shell, Tail Slap
  • Special Qualities: Dark Vision, Low Light Vision, Scent, Thick Armor
  • Saves: Fort +42, Ref +21, Will +27
  • Abilities: Str 45, Dex 5, Con 35, Int 2, Wis 10, Cha 10
  • Skills: Listen +24, Spot +24
  • Feats: Awesome Blow, Brutal Strike, Cleave, Devastating Critical, Diehard, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Tail Slap), Improved Toughness, Large and in Charge, Power Attack, Power Critical (Tail Slap), Steadfast Determination, Weapon Focus (Tail Slap)
  • Environment: Warm Hills and Plains
  • Organization: Solitary
  • Challenge Rating: 14
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 46-92 HD (Colossal)
  • Level Adjustment: -

"The good news is it's not a Tarrasque. The bad news is it still looks pretty darn mean…"

Dire Ankylosaurs are pretty rare, and the occasion when two individuals of the opposite sex meet to mate are even rarer. So the good thing is the world isn't exactly overrun with them. On the other side they're just to darn stubborn to die.

Thick Armor (Ex): Dire Ankylosaurs are immune to criticals and may not be flanked.

Trample (Ex): 8d6+34 (DC 49).

Spiny Shell (Ex): The armored shell of the Dire Ankylosaur is covered in bony spikes, and opponents of Gargantuan Size Class or bigger that attack them with an unarmed strike or a natural weapon take 1d6 plus their own Strength Modifier in damage.

Tail Slap (Ex): Any living creature that is not immune to criticals struck by the Dire Ankylosaurs tail must make a DC 49 Fortitude Save (Save DC is Strength based) or be Stunned for 1d3 rounds.

Combat: Ankylosaurs immediately wade in with the tail if surprised, otherwise they wait for an opponent to charge and lash out.

Dire Emperor Penguin

  • Dire Emperor Penguin
  • Gargantuan Animal
  • Hit Dice: 12d8+96 (192 hp)
  • Initiative: -1
  • Speed: 20 ft. (4 squares), Swim 80 ft.
  • Armor Class: 20 (-4 Size, -1 Dex, +15 natural), touch 5, flat-footed 20
  • Base Attack/Grapple: +9/+33
  • Attack: Beak +17 melee (2d6 +12)
  • Full Attack: 1 Beak +17 melee (2d6+12) and 2 Flipper Slaps +12 melee (1d8+6)
  • Space/Reach: 20 ft./20 ft.
  • Special Attacks: Belly Flop
  • Special Qualities: Low Light Vision, Hold Breath
  • Saves: Fort +16, Ref +7, Will +5
  • Abilities: Str 35, Dex 9, Con 26, Int 2, Wis 12, Cha 18
  • Skills: Listen +8, Spot +9, Swim +20
  • Feats: Cold Endurance, Endurance, Improved Cold Endurance, Large and in Charge, Swim By Attack
  • Environment: Cold Aquatic
  • Organization: Solitary, Pair, Flock (11-30), or Colony (31-100)
  • Challenge Rating: 6
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 13-24 HD (Gargantuan)
  • Level Adjustment: -

"Screw this Bert. It's cold, Ah'm hungry, and you didn't tell me we wuz goin' after birds agin. Ah'm beginnin' to develop a complex bout birds dammit."

Dire Penguins are simply enormous versions of their more traditional cousins. They're loud, stinky, and wonderful to watch. As long as you're far away. Especially during mating or nesting season.

Belly Flop (Ex): The Dire Penguin can fall on any creature two sizes smaller than itself doing 2d8+24 damage (DC 28 Reflex Save for half Damage, Save DC is Strength Based). This works like Trample in every way but one: If the opponent fails to make his Saving Throw, he is considered Pinned in a Grapple. Each round the DP can make a Grapple Check to successfully move him 10', simultaneously doing 1d8+12 damage as it grinds it's opponent into the ground.

Skills: Dire Penguins have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check. They may use the Run Action when swimming in a straight line.

Combat: Dire Penguins will bite and slap opponents of similar size. Against smaller opponents, they fall on them pinning them to the ground before dragging them across the ice.

Dire Chicken

  • Dire Chicken
  • Large Animal
  • Hit Dice: 5d8+15 (55 hp)
  • Initiative: +2
  • Speed: 40 ft. (8 squares), Fly 60 ft. (Clumsy)
  • Armor Class: 15 (-1 Size, +2 Dex, +4 Natural), touch 11, flat-footed 13
  • Base Attack/Grapple: +3/+11
  • Attack: Peck +6 melee (1d8+4)
  • Full Attack: 1 Peck +6 melee (1d8+4) and 2 Claws +6 melee (1d6+2)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Flying Charge
  • Special Qualities: Low Light Vision, Short Term Flight
  • Saves: Fort +7, Ref +6, Will +2
  • Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 12, Cha 7
  • Skills: Listen +4, Search +6, Spot +4
  • Feats: Improved Multiattack, Multiattack
  • Environment: Any Temperate or Warm except Aquatic
  • Organization: Solitary or Flock (10-30)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 6-10 HD (Large)
  • Level Adjustment: -

"YAY!!! CHIKINS!!!

"Much as our niece enjoys this here farm Abner, Ah can't trust a man raises giant chikins."

"Yup."

Dire Chickens were a once rare farm animal escaped into the wild. Subsequently they bred out of control and are now massive pests.

Flying Charge (Ex): When the Dire Chicken charges it uses it's Flight Speed to gain momentum, launching itself onto it's opponent in the air. It makes a Full Attack with the charge, and it's opponent must make a DC 12 Willpower Save (Save DC is 10 plus half Hit Dice plus Cha Modifier plus a +2 Racial Bonus) or be Shaken for 1d6 rounds.

Short Term Flight (Ex): A Chicken can fly for (3 plus Constitution Modifier) rounds before it must land and rest. It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

Skills: Dire Chickens gain a +8 Racial Bonus to Search Checks.

Combat: Dire Chickens usually fly sharp-bits-first right into opponents. Many adventurers refer to them as "the worlds tastiest flying saw".

Dire Turkey

  • Dire Turkey
  • Huge Animal
  • Hit Dice: 10d8+50 (130 hp)
  • Initiative: +2
  • Speed: 40 ft. (8 squares), Fly 60 ft. (Clumsy)
  • Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
  • Base Attack/Grapple: +7/+22
  • Attack: Peck +12 melee (2d6+7)
  • Full Attack: 1 Peck +12 melee (2d6+7)
  • Space/Reach: 15 ft./10 ft.
  • Special Attacks: Blind Panic
  • Special Qualities: Low Light Vision, Short Term Flight
  • Saves: Fort +11, Ref +9, Will +4
  • Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 12, Cha 12
  • Skills: Listen +9, Spot +8
  • Feats: Alertness, Endurance, Improved Toughness, Reckless Charge
  • Environment: Temperate Forest
  • Organization: Solitary or Flock (4-6)
  • Challenge Rating: 5
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 11-20 HD (Huge)
  • Level Adjustment: -

"We're gonna eat good t'night Abner…"

Dire Turkeys are massive gobbling fiends who actively repress the local peasants by chasing them about when they gather nuts in the forest. Or at least that's what the local peasants claim. The starving, slightly wounded peasants carrying bird hunting bows…

Blind Panic (Ex): Whenever a Dire Turkey is subject to a Fear effect or Morale Penalty it completely freaks out and runs down the source of the fear. This is a charge Attack doing 4d6+14 damage if it is successful. If it hits the victim must make a DC 22 Fortitude Save (Save DC is 10 plus half HD plus Str Modifier) or be knocked Prone and Dazed 1 round.

Short Term Flight (Ex): A Dire Turkey can fly for (3 plus Constitution Modifier) rounds before it must land and rest. It gains altitude half as quickly as other fliers do as well, but it may subtract 20' from any fall before calculating damage.

Combat: Dire Turkeys usually charge in an attempt to back opponents off. Or they go screeching into the forest. One of the two.

Dire Squirrel

  • Dire Squirrel
  • Medium Animal
  • Hit Dice: 2d8+2 (18 hp)
  • Initiative: +4
  • Speed: 40 ft. (8 squares), Climb 40 ft.
  • Armor Class: 16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
  • Base Attack/Grapple: +1/+2
  • Attack: Nom +5 melee (1d4+1) or Nut +5 Ranged (1d4)
  • Full Attack: 1 Nom +5 melee (1d4+1) and 2 Claws +0 melee (1d4) or Nut +5 Ranged (1d4)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: SQEEE!
  • Special Qualities: Low Light Vision, Scent
  • Saves: Fort +3, Ref +7, Will +1
  • Abilities: Str 12, Dex 18, Con 12, Int 2, Wis 12, Cha 8
  • Skills: Balance +12, Climb +12, Jump +9, Listen +3, Search +5, Spot +4
  • Feats: Weapon Finesse, Brachiation (B) *
  • Environment: Cold or Temperate Forests
  • Organization: Solitary, Pair, or Family (4-10)
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 3-4 HD (Medium)
  • Level Adjustment: -
  • Brachiation is in Complete Adventurer

"Unca Bert? Unca Abner? Can Ah keep 'im? His name is Goober."

"Sally, honey, we're s'posed ta whup the critters not adopt them."

Dire Squirrels are cute fuzzy abominations of nature who like to pelt adventurers with nuts and rocks. Sometimes they play whats known as "Adventurer tag" by leaping on them from the trees, and then running away in some bizarre form of counting coup.

SQEEE! (Ex): As a Standard Action the Dire Squirrel can leap from the trees pouncing on an unsuspecting victim below. The attack does 2d6+2 damage, and the victim must make 2 separate DC 14 Fortitude Saves (Save DC is Strength Based with a +2 Circumstance Bonus). If the first is failed the victim is knocked prone. If the second is failed he is also Stunned for 1 round.

Skills: Dire Squirrels have a +8 Racial Bonus on all Balance, Climb, Jump, an Search checks. They may always take 10 on a Balance or Climb check, and may use their Dex or Str mod for Climb checks, whichever is better.

Combat: Dire Squirrels usually launch themselves at opponents out of the trees before scampering away out of reach. Then they repeat. Sometimes they throw small rocks and nuts.