Dire Animal

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

Dire Rhinoceros

Huge Animal
Hit Dice: 17d8+153 (229 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 21 (−2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +12/+30
Attack: Gore +21 melee (2d8+15/17–20/×3)
Full Attack: Gore +21 melee (2d8+15/17–20/×3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical, trample 2d12+15, DC 28
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +13, Will +6
Abilities: Str 30, Dex 13, Con 29, Int 2, Wis 13, Cha 10
Skills: Hide −7, Listen +13, Spot +13
Feats: Alertness, Improved Bull Rush, Improved Critical (gore), Improved Initiative, Lightning Reflexes, Weapon Focus (gore)
Environment: Temperate and cold plains or tundra
Organization: Solitary or herd (2–12)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 18–34 HD (Huge); 35–51 HD (Gargantuan)
Level Adjustment:

The dire rhinoceros is a massive, woolly creature with a single nasal horn that often grows up to 10 feet in length A typical dire rhinoceros grows up to 30 feet long (excluding the horn) and can weigh up to 10,000 pounds.

Combat

A dire rhinoceros always initiates combat with a charge attack if it can, so that it can wade into the midst ofits enemy with its horn.

Dire rhinoceroses can be summoned using a summon nature’s ally VII spell.

Augmented Critical (Ex): A dire rhinoceros’s gore attack threatens a critical hit on a natural attack roll of 17–20 because of the creatures augmented critical ability and its Improved Critical feat. On a successful critical hit with a gore attack, a dire rhinoceros deals triple damage.

Source: Fiend Folio, page 61. Changes applied as per the D&D® v.3.5 Accessory Update.