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The Demented One
2007-08-09, 09:30 AM
Dire Blowfish

Medium Animal (Aquatic)
Hit Dice: 3d8+12 (25 hp)
Initiative: -1
Speed: Swim 30 ft. (6 squares)
Armor Class: 14 (-1 size, -1 Dex, +6 natural) touch 8, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Spines +6 melee (1d4+4 plus poison)
Full Attack: Spines +6 melee (1d4+4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expand, poison, spiny
Special Qualities: Low-light vision
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 18, Dex 8, Con 16, Int 1, Wis 12, Cha 4
Skills: Listen +3, Spot +4, Swim +12
Feats: Ability Focus (Poison), Toughness
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 3-6 HD (Medium), 7-8 HD (Large)
Level Adjustment: –

Dire Blowfishes are, from a distance, awkward, bumbling creatures, too amusingly inept to be any real threat. But as one draws closer, they notice the blowfish does not look like the bumbling blob-like fish of before–rather, it has more in common with a mace. Covered in spines hard as steel and dripping with poison, and capable of inflating its elastic-like body to huge sizes, a Dire Blowfish is a very real threat. Though normally docile, a threatened Dire Blowfish will savagely defend itself. Sahuagin make a sport of hunting them, and have devised a way of cooking them that neutralizes their fatal toxins, creating an exquisite dish that can be fatal if mishandled. A Dire Blowfish can be summoned with a summon nature's ally III spell, while a Celestial or Fiendish Dire Blowfish can be summoned with summon monster IV. A 7th level or higher Druid playing in an aquatic campaign may take a Dire Blowfish as an animal companion with a -6 adjustment to his effective druid level.

Expand (Ex)
As a full-round action, a Dire Blowfish may fill its body with water, causing it to expand. Its size changes to Large until the beginning of its next round, though its ability scores are not affected. Any creatures that are in the space that the blowfish expands to are pushed out to the nearest adjacent square, and must make a DC 15 Reflex save or take spines damage. The save is Strength-based. Creatures damaged this way must also save against the blowfish’s poison. Once a Dire Blowfish has expanded, it must wait 1d4 rounds before it can do it again.

Poison (Ex)
A Dire Blowfish’s spines contain a deadly poison. The poison has a DC of 16 and has an initial and secondary damage of 1d4 Constitution damage. The save is Constitution based.

Spiny (Ex)
A Dire Blowfish is covered in spines. With a successful grapple check, it deals spines damage to a grappled creature. In addition, any creature that hits a Dire Blowfish with a natural weapon, touch attack, or unarmed strikes also takes spines damage. If a creature is damaged this way, it must also save against the blowfish’s poison.

Skills
A Dire Blowfish 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 Chameleon

Small Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+0
Attack: Bite +5 melee (1d4+3)
Full Attack: Tail +0 melee (1d6+1) and Bite +5 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Camouflage, low-light vision
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 16, Dex 14, Con 16, Int 1, Wis 12, Cha 6
Skills: Climb +12, Hide +16, Listen +5, Spot +5
Feats: Alertness
Environment: Warm Forests
Organization: Solitary or Clutch (4-6)
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: 3-5 HD (Small), 6 HD (Large)
Level Adjustment: –

Lurking within the deepest forests and jungles, Dire Chameleons are cunning reptilian predators, about the same size as a komodo dragon. Thanks to their skin’s unique ability to mimic the colors of the Dire Chameleon’s surrounding, they can blend in perfectly with their environment, concealed even better than their normal chameleon cousins. Certain tribes of Wild Elves have been known to domesticate Dire Chameleons, using them to hunt much like humans use hounds. A Dire Chameleon can be summoned with a summon nature's ally I spell, while a Celestial or Fiendish Dire Chameleon can be summoned with summon monster I. A Druid may take a Dire Chameleon as an animal companion with no adjustment to his effective druid level.

Camouflage (Ex)
A Dire Chameleon’s skin changes its color to blend in with the surroundings. It has a +10 racial bonus on Hide checks. If it remains perfectly still, the bonus increases to +20.

Skills
Dire Chameleons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire Hedgehog

Small Animal
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flatfooted 13
Base Attack/Grapple: +0/-1
Attack: Spines +4 melee (1d4+3)
Full Attack: Spines +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spiny
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 16, Dex 12, Con 12, Int 1, Wis 12, Cha 6
Skills: Hide +6, Listen +2, Spot +3
Feats: Toughness
Environment: Any
Organization: Solitary, pair, or array (2-5)
Challenge Rating: ˝
Treasure: None
Alignment: Always True Neutral
Advancement: 2-4 HD (Small), 5-9 HD (Medium)
Level Adjustment: –

Dog-sized rodents, Dire Hedgehogs are notable for the dagger-like spines, each ranging between half a foot and nearly a foot and a half in length. While insectivorous, Dire Hedgehogs are known for their belligerence, and will attack a creature that repeatedly pesters it. Many gnomes keep Dire Hedgehogs are guard animals. A Dire Hedgehog can be summoned with a summon nature's ally I spell, while a Celestial or Fiendish Dire Hedgehog can be summoned with summon monster I. A Druid may take a Dire Hedgehog as an animal companion with no adjustment to his effective druid level.

Spiny (Ex)
A Dire Hedgehog is covered in dagger-like spines. With a successful grapple check, it deals 1d4+3 points of piercing damage to a grappled creature. In addition, any creature that hits a Dire Hedgehog with a natural weapon, touch attack, or unarmed strikes takes 1d4+3 points of piercing damage.


Dire Llama

Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flatfooted 15
Base Attack/Grapple: +4/+14
Attack: Hoof +9 melee (1d6+6) or Spit +5 (Blindness)
Full Attack: 2 Hooves +9 melee (1d6+6) or Spit +5 (Blindness)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spit
Special Qualities: Low-light vison
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 22, Dex 13, Con 16, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +6
Feats: Run, Endurance, Weapon Focus (Ranged Touch)
Environment: Cold Mountains
Organization: Solitary, pair, or herd (1-4)
Challenge Rating: 2
Treasure: None
Alignment: Always True Neutral
Advancement: 7-9 HD (Large)
Level Adjustment: –

Dire Llamas are large, powerful beasts related to the common llama. About the size of a warhorse, these wooly, long-necked creatures prefer to flee from threats, but can hold their own against an enemy with their powerful, precise kicks and blinding gobs of spit. Dire Llama wool is often used in making masterwork padded or hide armor. Mountain-dwelling Goliaths are known to keep Dire Llama herds, occasionally even training them to serve as war mounts. A Dire Llama can be summoned with a summon nature's ally II spell, while a Celestial or Fiendish Dire Llama can be summoned with summon monster III. A 4th level or higher Druid may take a Dire Llama as an animal companion with a -3 adjustment to his effective druid level.

Spit (Ex)
As a standard action, a Dire Llama may spit a glob of saliva at any creature within 20 ft. of it. It must make a ranged touch attack to successfully hit. A creature struck by the saliva is blinded for 1d4 rounds or until he wipes the saliva off, which is a standard action.

Dire Newt

Medium Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 14 (+4 natural), touch 10, flatfooted 14
Base Attack/Grapple: +1/+3
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poisoned skin
Special Qualities: Amphibious, low-light vision, natural regeneration
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 14, Dex 10, Con 14, Int 1, Wis 12, Cha 6
Skills: Hide +2*, Listen +2, Spot +2, Swim +10
Feats: Weapon Focus (Bite)
Environment: Aquatic
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: 3-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: –

Dire Newts are overgrown, pony-sized relatives of common newts. Mostly docile, these creatures prefer to simply hide in bodies of water and feed on fish, but will respond viciously if they feel threatened. The coloration of a Dire Newt's skin can vary widely, but it is always excessively bright, though it tends to dull when the newt is submerged in water. Their bright coloration is a warning, an indicator of the potent poison their skin is laced with. Nixies have been known to occasionally ride Dire Newt mounts. A Dire Newt can be summoned with a summon nature's ally I spell, while a Celestial or Fiendish Dire Newt can be summoned with summon monster I. A Druid may take a Dire Newt as an animal companion with no adjustment to his effective druid level.

Poisoned Skin (Ex)
A Dire Newt’s skin secretes a contact poison. Any creature that hits a Dire newt with a natural weapon, touch attack, or unarmed strike suffers its effects. The Fortitude DC is 12, and both the initial and secondary damage are 1d2 Con damage.

Amphibious (Ex)
Although Dire Newts are aquatic, they can survive indefinitely on land.

Natural Regeneration (Ex)
A Dire Newt naturally heals 1 point of damage per HD every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the newt loses a limb, an organ, or any other body part, it regenerates within a week.

Skills
A Dire Newt has a +8 racial bonus on Hide checks made while immersed in water. In addition, a Dire Newt 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 Penguin

Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flatfooted 15
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4) and 2 Wings +4 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Echolocation, hold breath, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 18, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4, Swim +13
Feats: Power Attack, Multiattack
Environment: Cold Aquatic
Organization: Solitary, pair, or flock (1-3 Dire Penguins and 4-8 Penguins)
Challenge Rating: 2
Treasure: None
Alignment: Always True Neutral
Advancement: 5-9 HD (Large)
Level Adjustment: –

Bigger, meaner cousins of penguins, Dire Penguins are vicious arctic predators. Unlike the cute, waddling penguins, Dire Penguins are sleek and angular, clearly predators. They are said to look almost more like a velociraptor than a bird. Dire Penguins are easily angered and almost always hungry, and they will attack almost any non-penguin they can see without provocation. A Dire Penguin can be summoned with a summon nature's ally II spell, while a Celestial or Fiendish Dire Penguin can be summoned with summon monster III. A 4th level or higher Druid may take a Dire Penguin as an animal companion with a -3 adjustment to his effective druid level.

Echolocation (Ex)
Dire Penguins, like whales and dolphins, can navigate through water via echolocation. While its head is immersed in water, it gains blindsight out to 40 ft., though it can only use it to perceive creatures within the water. This ability does not work in an area of magical silence.

Hold Breath (Ex)
A Dire Penguin can hold its breath for a number of rounds equal to 6 times its Con score before it risks drowning.

Skills
A Dire Penguin 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 Piranha

Large Animal (Aquatic)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Bite +9 melee (1d8+6)
Full Attack: Bite +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood frenzy, vicious bite
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 22, Dex 12, Con 18, Int 1, Wis 12, Cha 4
Skills: Listen +5, Spot +5, Swim +14
Feats: Power Attack, Weapon Focus (Bite)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always True Neutral
Advancement: 6-12 HD (Large)
Level Adjustment: –

Even worse than the normal piranhas that turn rivers into bloodbaths, Dire Piranhas are massive beasts, also known, inaccurately, as the river shark. The merest scent of blood turns a Dire Piranha into a relentless killing machine, and they will stop at nothing to tear their foes apart. They dwell in freshwater rivers, preying on anyone foolish enough to enter. A Dire Piranha can be summoned with a summon nature's ally V spell, while a Celestial or Fiendish Dire Piranha can be summoned with summon monster VI. A 10th level or higher Druid playing in an aquatic campaign may take a Dire Piranha as an animal companion with a -9 adjustment to his effective druid level.

Blood Frenzy (Ex)
The scent of blood drives a Dire Piranha into a ferocious feeding frenzy. If there are any bleeding creatures (such as those affected by the piranha’s vicious bite ability, or a wounding weapon), then the Piranha is sent into a rage. It gains a +4 bonus to Strength and Constitution, and a +2 bonus on Will saves. However, it takes a -2 penalty to its AC. This rage lasts for as long as the bleeding creature remains within 60 ft., or up to a number of rounds equal to 3 + the Dire Piranha’s Constitution modifier, whichever comes first. Once a Dire Piranha has come out of its blood frenzy, then it cannot go back into it for 1d6 rounds.

Vicious Bite (Ex)
A Dire Piranha’s bite inflicts grievous, bleeding wounds. A creature damaged by a Dire Piranha’s bite attack must make a DC 18 Fortitude save or take 1 Constitution damage. The DC is Strength-based.

Skills
A Dire Piranha 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 Seahorse

Colossal Animal (Aquatic)
Hit Dice: 20d8+140 (230 hp)
Initiative: +4
Speed: Swim 60 ft. (12 squares)
Armor Class: 22 (-8 size, +20 natural), touch 2, flatfooted 22
Base Attack/Grapple: +15/+46
Attack: Tail slap +22 melee (4d6+15)
Full Attack: Tail slap +22/+17/+12 melee (4d6+15)
Space/Reach: 30 ft./20 ft.
Special Attacks: Breath weapon, rapid natural attack
Special Qualities: Darkvision 200 ft., low-light vision
Saves: Fort +19, Ref +14, Will +12
Abilities: Str 40, Dex 10, Con 24, Int 2, Wis 18, Cha 8
Skills: Listen +14, Spot +17, Swim +23
Feats: Power Attack, Improved Overrun, Awesome Blow, Swim-By AttackSW, Iron Will, Lightning Reflexes, Improved Initiative
Environment: Aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always True Neutral
Advancement: 21-45 HD (Colossal)
Level Adjustment: –

Dire Seahorses are primordial beasts who dwell in the deeps of the sea, ancient leviathans feared by all ocean-going folk. They have much in common with a normal seahorse in terms of appearance, but they are truly massive, and clad in iron-hard scales. They have a vaguely draconic appearance, leading some to speculate that dragons evolved or were created from Dire Seahorses. Dire Seahorses are extremely rare, dwelling only in the deepest depths of the ocean, but are vicious predators and immediately assault any living thing that enters its sight. An epic Druid of 22nd level or higher in an aquatic campaign may take a Dire Seahorse as an animal companion with a -21 adjustment to his effective druid level.

Breath Weapon (Ex)
As a standard action, a Dire Seahorse may suck in water. The next, it may expel it in a 80 ft. cone of surging water. All creatures caught in the cone take 15d6 points of bludgeoning damage and are pushed back 10d10 ft. from the seahorse. A successful Reflex save, DC 27, halves the damage and prevents the creature from being pushed back. The Dire Seahorse must wait 1d4 rounds before it can suck in water again. A Dire Seahorse cannot apply metabreath feats to its breath weapon.

Rapid Natural Attack (Ex)
A Dire Seahorse may make iterative attacks with its tail slap.

littlechicory
2007-08-09, 01:43 PM
Small nitpick.


A Dire Piranha can be summoned with a summon nature's ally V spell, while a Celestial or Fiendish Dire Piranha can be summoned with summon monster III.

Uh. It's easier to summon a more powerful one? :smalleek:

Vhaidara
2007-08-09, 01:43 PM
People like you scare me. I've got to send that dire llama thing to Atreyu tML.

Atreyu the Masked LLama
2007-08-09, 01:52 PM
It gets my seal of approval.

DracoDei
2007-08-09, 03:19 PM
The movement rate on the Dire Seahorse is off... should either be 50 ft, or 12 squares.

More dire stuff is always nice. My (re-?)post my Dire Skunk to this thread if I feel up to formatting it correctly.

The Demented One
2007-08-09, 03:32 PM
Uh. It's easier to summon a more powerful one? :smalleek:


The movement rate on the Dire Seahorse is off... should either be 50 ft, or 12 squares.

Thanks. Both have been fixed.