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FIENDISH DIRE ANIMAL

Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

FIENDISH DIRE APE

 

Large Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 10

Saves:

Fort +6, Ref +6, Will +5

Abilities:

Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7

Skills:

Generic viagra us pharmacy +14, What is the generic form of gabapentin +5, Move Silently +4, Hoodia gordonii where can i buy +6

Feats:

Kamagra deutschland bestellen rezeptfrei, Toughness

Environment:

Any Evil-aligned plane

Organization:

Solitary or company (5–8)

Challenge Rating:

4

Treasure:

None

Alignment:

Always evil (any)

Advancement:

6–15 HD (Large)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +5.

FIENDISH DIRE BADGER

 

Medium Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Saves:

Fort +7, Ref +6, Will +4

Abilities:

Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10

Skills:

Listen +6, Spot +6

Feats:

Alertness, Toughness, TrackB

Environment:

Any Evil-aligned plane

Organization:

Solitary or cete (2–5)

Challenge Rating:

2

Treasure:

None

Alignment:

Always evil (any)

Advancement:

4–9 HD (Large)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.

FIENDISH DIRE BAT

 

Large Magical Beast (Augmented Animal, extraplanar)

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:

Smite evil

Special Qualities:

Blindsense 40 ft., damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 9

Saves:

Fort +7, Ref +10, Will +6

Abilities:

Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6

Skills:

Hide +4, Listen +12*, Move Silently +11, Spot +8*

Feats:

Alertness, Stealthy

Environment:

Any Evil-aligned plane

Organization:

Solitary or colony (5–8)

Challenge Rating:

3

Treasure:

None

Alignment:

Always evil (any)

Advancement:

5–12 HD (Large)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +4.

FIENDISH DIRE BEAR

 

Large Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 10/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 17

Saves:

Fort +12, Ref +9, Will +9

Abilities:

Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10

Skills:

Listen +10, Spot +10, Swim +13

Feats:

Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Environment:

Any Evil-aligned plane

Organization:

Solitary or pair

Challenge Rating:

9

Treasure:

None

Alignment:

Always evil (any)

Advancement:

13–16 HD (Large); 17–36 HD (Huge)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +12.

FIENDISH DIRE BOAR

 

Large Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 12

Saves:

Fort +8, Ref +5, Will +8

Abilities:

Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8

Skills:

Listen +8, Spot +8

Feats:

Alertness, Endurance, Iron Will

Environment:

Any Evil-aligned plane

Organization:

Solitary or herd (5–8)

Challenge Rating:

5

Treasure:

None

Alignment:

Always evil (any)

Advancement:

8–16 HD (Large); 17–21 HD (Huge)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +7.

FIENDISH DIRE LION

 

Large Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 13

Saves:

Fort +9, Ref +8, Will +7

Abilities:

Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10

Skills:

Hide +2*, Listen +7, Move Silently +5, Spot +7

Feats:

Alertness, Run, Weapon Focus (claw)

Environment:

Any Evil-aligned plane

Organization:

Solitary, pair, or pride (6–10)

Challenge Rating:

7

Treasure:

None

Alignment:

Always evil (any)

Advancement:

9–16 HD (Large); 17–24 HD (Huge)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +8.

FIENDISH DIRE RAT

 

Small Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 6

Saves:

Fort +3, Ref +5, Will +3

Abilities:

Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4

Skills:

Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Feats:

Alertness, Weapon FinesseB

Environment:

Any Evil-aligned plane

Organization:

Solitary or pack (11–20)

Challenge Rating:

1/3

Treasure:

None

Alignment:

Always evil (any)

Advancement:

2–3 HD (Small); 4–6 HD (Medium)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +1.

FIENDISH DIRE SHARK

 

Huge Magical Beast (Augmented Animal, extraplanar, 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, smite evil

Special Qualities:

Keen scent, damage resistance 10/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 23

Saves:

Fort +14, Ref +13, Will +12

Abilities:

Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 10

Skills:

Listen +12, Spot +11, Swim +14

Feats:

Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)

Environment:

Any Evil-aligned plane

Organization:

Solitary or school (2–5)

Challenge Rating:

11

Treasure:

None

Alignment:

Always evil (any)

Advancement:

19–32 (Huge); 33–54 (Gargantuan)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +18.

FIENDISH DIRE TIGER

 

Large Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 10/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 21

Saves:

Fort +13, Ref +12, Will +11

Abilities:

Str 27, Dex 15, Con 17, Int 3, 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:

Any Evil-aligned plane

Organization:

Solitary or pair

Challenge Rating:

10

Treasure:

None

Alignment:

Always evil (any)

Advancement:

17–32 HD (Large); 33–48 (Huge)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +16.

FIENDISH DIRE WEASEL

 

Medium Magical Beast (Augmented Animal, extraplanar)

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, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Saves:

Fort +3, Ref +7, Will +4

Abilities:

Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11

Skills:

Hide +8, Listen +3, Move Silently +8, Spot +5

Feats:

Alertness, Stealthy , Weapon FinesseB

Environment:

Any Evil-aligned plane

Organization:

Solitary or pair

Challenge Rating:

2

Treasure:

None

Alignment:

Always evil (any)

Advancement:

4–6 HD (Medium); 7–9 HD (Large)

Level Adjustment:

+2

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.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.

FIENDISH DIRE WOLF

 

Large Magical Beast (Augmented Animal, extraplanar)

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)