Alternate Forms:
- Dire Ape: Large Animal; 109 hp; Init +6 (+2 Dex, +4 Improved Initiative);
Spd 30 ft., climb 15 ft.; AC 28 (-1 size, +2 Dex, +4 natural,
+8 bracers of armor, +5 ring of protection; touch 16,
flat-footed 26); BAB +12/+7/+2; Grapple +22; Atk +17 melee
(1d6+6, crit. 20/x2, 2 claws) and +16 melee (1d8+3, crit. 20/x2, bite);
Space/Reach 10 ft./10 ft.; SA Rend 2d6+12; SQ
Scent; SV Fort +12, Ref +7, Will +16; Str 22, Dex 15, Con 14, Int 12,
Wis 22, Cha 10.
- Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional 2d6+12 points of damage.
- Dire Bat: Large Animal; 126 hp; Init +10 (+6 Dex, +4 Improved Initiative);
Spd 20 ft. (4 squares), fly 40 ft. (good); AC 33 (-1 size, +6 Dex,
+5 natural, +8 bracers of armor, +5 ring of protection; touch 20,
flat-footed 27); Grapple +19; Atk Bite +15 melee
(1d8+4, crit. 20/x2); Full Atk Bite +15 melee (1d8+4, crit. 20/x2);
Space/Reach 10 ft./5 ft.; SQ Blindsense 40 ft.; SV Fort +13,
Ref +11, Will +16; Str 17, Dex 22, Con 17, Int 12, Wis 22, Cha 10.
- Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures
within 40 ft. Opponents still have total concealment against the bat unless
it can actually see them.
- Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These
bonuses are lost if its blindsense is negated.
- Dire Bear: Large Animal; 141 hp; Init +5 (+1 Dex, +4 Improved Initiative);
Spd 40 ft.; AC 30 (-1 size, +1 Dex, +7 natural, +8 bracers of armor,
+5 ring of protection; touch 15, flat-footed 29); BAB +12/+7/+2;
Grapple +26; Atk +21 melee (2d4+10, crit. 20/x2, 2 claws) and +20 melee
(2d8+5, crit. 20/x2, bite); Space/Reach 10 ft./10 ft.; SA Improved
grab; SQ Scent; SV Fort +14, Ref +6, Will +16; Str 31, Dex 13,
Con 19, Int 12, Wis 22, Cha 10.
- Improved Grab (Ex): To use this ability, the dire bear must hit with a claw attack.
- Dire Eagle: Medium Animal; 141 hp; Init +6 (+2 Dex, +4 Improved Initiative);
Spd 10 ft., fly 80 ft. (average); AC 27 (+2 Dex, +3 natural,
+8 bracers of armor, +5 ring of protection; touch 18, flat-footed 25);
BAB +12/+7/+2; Grapple +16; Atk +16 melee (1d4+4, crit. 20/x2,
2 claws) and +15 melee (1d6+2, crit. 20/x2, bite); Space/Reach 5 ft./5 ft.;
SV Fort +14, Ref +7, Will +16; Str 18, Dex 15, Con 18,
Int 12, Wis 22, Cha 10.
- Skills: *Eagles receive a +8 racial bonus to Spot checks during daylight.
- Dire Giant Crocodile: Huge Animal (Aquatic); 157 hp; Init +6 (+2
Dex, +4 Improved Initiative); Spd 20 ft., swim 30 ft.; AC 32
(-2 size, +2 Dex, +9 natural, +8 bracers of armor, +5 ring of protection;
touch 15, flat-footed 30); BAB +12/+7/+2; Grapple +30;
Atk +16 melee (2d8+15, crit. 20/x2, bite) or +15 melee (1d12+15,
crit. 20/x2, tail slap); Space/Reach 15 ft./10 ft.;
SA Improved grab; SV Fort +17, Ref +7, Will +16; Str 31, Dex
14, Con 21, Int 12, Wis 22, Cha 10.
- Improved Grab (Ex): To use this ability, the crocodile must hit a Large or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin.
- Skills: *A crocodile gains a +12 racial bonus to Hide checks when submerged.
- Dire Shark: Huge Animal (Aquatic); 118 hp; Init +6 (+2 Dex, +4 Improved Initiative);
Spd swim 90 ft.; AC 30 (-2 size, +2 Dex, +7 natural, +8 bracers
of armor, +5 ring of protection; touch 15, flat-footed 28); BAB
+12/+7/+2; Grapple +26; Atk +17 melee (2d6+9, crit. 20/x2, bite);
Space/Reach 15 ft./10 ft.; SA Improved grab, swallow whole;
SQ Keen scent; SV Fort +13, Ref +7, Will +16; Str 23, Dex 15,
Con 17, Int 12, Wis 22, Cha 10.
- Improved Grab (Ex): To use this ability, the dire shark must hit with its bite attack. If it gets a hold, it can try to swallow the foe.
- Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
- Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of crushing 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 claws or a light slashing weapon by dealing 25 points of damage to the shark's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The shark's gullet can hold two Large, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.
- Dire Snake: Huge Animal; 125 hp; Init +9 (+5 Dex, +4 Improved Initiative);
Spd 30 ft., climb 20 ft., swim 20 ft.; AC 31 (-2 size, +5 Dex,
+5 natural, +8 bracers of armor, +5 ring of protection; touch
18, flat-footed 26); BAB +12/+7/+2; Grapple +27; Atk +18
melee (2d6+10 plus poison, crit. 20/x2, bite); Space/Reach 10 ft./10 ft.; SA Constrict 1d6+10, improved grab, poison;
SQ Low-light vision, scent; SV Fort +13, Ref +10, Will +16;
Str 24, Dex 20, Con 16, Int 12, Wis 22, Cha 10.
- Constrict (Ex): With a successful grapple check, a dire snake can constrict a grabbed opponent, dealing 1d8+10 points of bludgeoning damage.
- Improved Grab (Ex): If a dire snake hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If it gets a hold, it can also constrict in the same round. Thereafter, the dire snake has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the dire snake is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite and constrict damage.
- Poison (Ex): A dire snake delivers its poison (Fortitude save DC 16) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).
- Scent (Ex): A dire snake can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
- Skills: A dire snake receives a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance checks.
- Dire Tiger: Large Animal; 125 hp; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.;
AC 29 (-2 size, +2 Dex, +6 natural, +8 bracers of armor, +5 ring of protection; touch 15, flat-footed 27); BAB
+12/+7/+2; Grapple +28; Atk +18 melee (2d4+8, crit. 20/x2, 2 claws) and +17 melee
(2d6+4, crit. 20/x2, bite); Space/Reach 10/5 ft.; SA
Improved grab, pounce, rake 2d4+4; SQ Scent; SV Fort +13, Ref +7, Will +16;
Str 27, Dex 15, Con 17, Int 12, Wis 22, Cha 10.
- Improved Grab (Ex): To use this ability, the dire tiger must hit with its bite attack. If it gets a hold, it can rake.
- Pounce (Ex): If a dire tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
- Rake (Ex): A dire tiger can make two rake attacks (+17 melee) against a held creature with its hind legs for 2d4+4 damage each. If the dire tiger pounces on an opponent, it can also rake.
- Skills: Dire tigers receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
- Dire Wolf: Large Animal; 125 hp; Init +6 (+2 Dex, +4 Improved Initiative);
Spd 50 ft.; AC 27 (-1 size, +2 Dex, +3 natural, +8 bracers of
armor, +5 ring of protection; touch 16, flat-footed 25); BAB +12/+7/+2;
Grapple +23; Atk +19 melee (1d8+10, crit. 20/x2, bite); Space/Reach
10 ft./5 ft.; SA Trip; SQ Scent; SV Fort +13,
Ref +7, Will +16; Str 25, Dex 15, Con 17, Int 12, Wis 22, Cha 10.
- Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
- Skills: A dire wolf receives a +1 racial bonus to Listen, Move Silently, and Spot checks and a +2 racial bonus to Hide checks. *It also receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
- Elemental, Large Air: Large Elemental (Air); 125 hp; Init
+11 (+7 Dex, +4 Improved Initiative); Spd fly 100 ft. (perfect);
AC 33 (-1 size, +7 Dex, +4 natural, +8 bracers of armor,
+5 ring of protection; touch 21, flat-footed 26);
BAB +12/+7/+2; Grapple +18; Atk +13/+8/+3 melee (2d6+3, crit. 20/x2, slam);
Space/Reach 10 ft./10 ft.; SA Air mastery, whirlwind;
SQ Damage reduction 10/+1, elemental; SV Fort +13, Ref +12,
Will +16; Str 14, Dex 25, Con 16, Int 12, Wis 22, Cha 10.
- Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.
- Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
- Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
- The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
- Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size.
- The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
- If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
- Height: 16 ft.; Weight: 4 lb.; Save DC: 16; Damage: 2d6; Height: 10-40 ft.
- Elemental, Large Earth: Large Elemental (Earth); 141 hp; Init
+3 (-1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 31 (-1 size, -1 Dex, +10 natural,
+8 bracers of armor, +5 ring of protection;
touch 13, flat-footed 31); BAB +12/+7/+2; Grapple +23; Atk
+18/+13/+8 melee (2d8+10, crit. 20/x2, slam); Space/Reach 10 ft./10 ft.;
SA Earth mastery, push; SQ Damage reduction 10/+1, elemental;
SV Fort +14, Ref +4, Will +16; Str 25, Dex 8, Con 19, Int 12, Wis 22, Cha 10.
- Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
- Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
- Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
- Height: 16 ft.; Weight: 6,000 lb.
- Elemental, Large Fire: Large Elemental (Fire); 125 hp; Init
+9 (+5 Dex, +4 Improved Initiative); Spd 50 ft.; AC 31 (-1 size,
+5 Dex, +4 natural, +8 bracers of armor, +5 ring of protecton;
touch 19, flat-footed 26); BAB +12/+7/+2; Grapple +18;
Atk +13/+8/+3 melee (2d6+3 plus 2d6 fire, crit. 20/x2, slam); Space/Reach
10 ft./10 ft.; SA Burn; SQ Damage reduction 10/+1,
elemental, fire subtype; SV Fort +13, Ref +10, Will +16; Str 14, Dex 21,
Con 16, Int 12, Wis 22, Cha 10.
- Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size. A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.
- Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
- Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
- Height: 16 ft.; Weight: 4 lb.; Burn Save DC: 17.
- Elemental, Large Water Large Elemental (Water); 141 hp; Init +6
(+2 Dex, +4 Improved Initiative); Spd 20 ft., swim 90 ft.; AC 33
(-1 size, +2 Dex, +9 natural, +8 bracers of armor, +5 ring of protection;
touch 16, flat-footed 31); BAB +12/+7/+2; Grapple +21; Atk
+16/+11/+6 melee (2d8+7, crit. 20/x2, slam); Space/Reach 10 ft./10
ft.; SA Drench, vortex, water mastery; SQ Damage reduction 10/+1,
elemental; SV Fort +14, Ref +7, Will +16; Str 20, Dex 14, Con 19,
Int 12, Wis 22, Cha 10.
- Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.
- Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
- Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed.
- The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
- Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.
- The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
- of the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).
- Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
- Height: 16 ft.; Weight: 2,250 lb.; Save DC: 19; Damage: 2d6; Height: 10-40 ft.
- Giant Squid: Huge Animal (Aquatic); 109 hp; Init +7 (+3 Dex, +4 Improved Initiative);
Spd swim 80 ft.; AC 30 (-2 size, +3 Dex, +6 natural, +8 bracers
of armor, +5 ring of protection; touch 16, flat-footed 27); BAB
+12/+7/+2; Grapple +27; Atk +18 melee (1d6+8, crit. 20/x2, 10
tentacle rakes) and +17 melee (2d8+4, crit. 20/x2, bite); Space/Reach
15 ft./15 ft. (30 ft. with tentacle); SA Constrict 1d6+8,
improved grab; SQ Ink cloud, jet; SV Fort +11, Ref +10, Will +16;
Str 26, Dex 17, Con 13, Int 12, Wis 22, Cha 10.
- Constrict (Ex): A giant squid deals automatic tentacle rake damage with a successful grapple check against Medium-size or smaller creatures.
- Improved Grab (Ex): To use this ability, the giant squid must hit a Medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict.
- Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 40 feet long once a minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
- Jet (Ex): A giant squid can jet backward once a round as a double move action, at a speed of 320 feet.
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