Dire animals are larger, tougher, meaner versions of ordinary animals. In the waste, each kind tends to have a feral, parched, or even scorched appearance.
| Hit Dice: | 18d8+126 (207 hp) |
| Initiative: | −2 |
| Speed: | 30 ft. (6 squares), swim 30 ft. |
| Armor Class: | 18 (−2 size, −2 Dex, +12 natural), touch 6, flat-footed 18 |
| Base Attack/Grapple: | +13/+33 |
| Attack: | Bite +23 melee (2d8+12/19–20) |
| Full Attack: | Bite +23 melee (2d8+12/19–20) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Improved grab |
| Special Qualities: | Hold breath, scent |
| Saves: | Fort +18, Ref +9, Will +8 |
| Abilities: | Str 34, Dex 6, Con 25, Int 2, Wis 14, Cha 8 |
| Skills: | Listen +15, Spot +14, Swim +20; racial bonuses |
| Feats: | Alertness, Die Hard, Endurance, Improved Bull Rush, Improved Critical (bite), Improved Overrun, Power Attack |
| Environment: | Warm plains and forests (rivers) |
| Organization: | Solitary or pair |
| Challenge Rating: | 14 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 19–26 HD (Huge); 27–54 HD (Gargantuan) |
| Level Adjustment: | — |
A double row of horny ridges run along the back of this hulking hippopotamus, and it has a gaping maw large enough to snap a timber in two.
Unlike its smaller cousin, a dire hippopotamus is not content to dine on plants. It is a carnivore, subsisting mainly on fish and small mammals—or even big mammals, if they venture too close to the rivers, ponds, and lakes in which dire hippos dwell. Territorial and aggressive in the extreme, dire hippos attack anything that comes near.
A typical dire hippo is over 20 feet long and weighs between four and six tons.
Dire hippopotami lurk submerged near the shores of their habitats, waiting for prey to come to the water to drink (usually just after dusk and just before dawn). Though not particularly stealthy, they are usually obscured by the water, allowing them to get close enough for a sudden, brutal attack—which is often more than enough.
Improved Grab (Ex): To use this ability, a dire hippo- potamus must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Hold Breath (Ex): A dire hippopotamus can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.
Skills: A dire hippopotamus 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.
Source: Sandstorm, page 149.
| Hit Dice: | 4d8+8 (26 hp) |
| Initiative: | +2 |
| Speed: | 60 ft. (12 squares) |
| Armor Class: | 13 (−1 size, +2 Dex, +2 natural), touch 11, flat-footed 11 |
| Base Attack/Grapple: | +3/+12 |
| Attack: | Bite +7 melee (1d6+5) |
| Full Attack: | Bite +7 melee (1d6+5) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Trip |
| Special Qualities: | Low-light vision, scent |
| Saves: | Fort +6, Ref +6, Will +5 |
| Abilities: | Str 20, Dex 14, Con 15, Int 2, Wis 13, Cha 8 |
| Skills: | Jump +10, Listen +5, Spot +5, Survival +3 (+7 using scent); racial bonuses |
| Feats: | Alertness, Track |
| Environment: | Warm deserts |
| Organization: | Solitary or pair |
| Challenge Rating: | 2 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 5–9 HD (Large); 10–12 HD (Huge) |
| Level Adjustment: | — |
This hulking canine is as big as a pony, is covered in shaggy tan fur, and sports large, sharp teeth. Its ears fan bock as it bares its fangs in a hungry smile.
Dire jackals, unlike ordinary jackals, hunt fearlessly day or night, in any area, and are even so bold as to enter city dwellings in search of unguarded livestock—or even unprotected children. Their hunting cry fills their prey with dread, and civilized folk who hear it outside their tents know that death is nearby.
Dire jackals hunt alone or in mated pairs. Like ordinary jackals, they chase prey until it is exhausted, or work together to flank their opponents.
Trip (Ex): A dire jackal that hits with a bite attack can attempt to trip its opponent (+9 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the dire jackal.
Skills: Dire jackals have a +4 racial bonus on Jump checks. Jackals have a +4 racial bonus on Survival checks when tracking by scent.
Source: Sandstorm, page 150.
| Hit Dice: | 6d8+24 (51 hp) |
| Initiative: | +3 |
| Speed: | 50 ft. (10 squares), climb 20 ft. |
| Armor Class: | 16 (−1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 |
| Base Attack/Grapple: | +4/+13 |
| Attack: | Bite +9 melee (1d8+5) |
| Full Attack: | Bite +9 melee (1d8+5) and 2 claws +3 melee (1d6+2) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Improved grab, pounce, rake 1d6+2 |
| Special Qualities: | Low-light vision, scent |
| Saves: | Fort +9, Ref +8, Will +6 |
| Abilities: | Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 6 |
| Skills: | Balance +11, Climb +21, Hide +3, Listen +5, Move Silently +7, Spot +5; racial bonuses |
| Feats: | Alertness, Track, Weapon Focus (bite) |
| Environment: | Warm hills |
| Organization: | Solitary or pair |
| Challenge Rating: | 4 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 7–12 HD (Large); 13–18 HD (Huge) |
| Level Adjustment: | — |
This giant cougar is as black as night, with glowing yellow eyes and outsized fangs. Spiked ridges protrude from its arched back.
Dire pumas are terrifying, vicious creatures that stalk their prey relentlessly. A dire puma is about 8 feet long and weighs about 600 pounds.
Dire pumas spring upon their prey from a height if possible. They hunt at night.
Improved Grab (Ex): To use this ability, a dire puma must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire puma charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9, damage 1d6+2.
Skills: Dire pumas have a +8 racial bonus on Jump checks and a +4 racial bonus on Move Silently checks.
Dire pumas have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on a Climb check, even it rushed or threatened.
Dire pumas have a +4 racial bonus on Hide checks at night or in dark areas.
Source: Sandstorm, page 151.
| Hit Dice: | 14d8+107 (170 hp) |
| Initiative: | −2 |
| Speed: | 20 ft. (4 squares), burrow 20 ft. |
| Armor Class: | 25 (−2 size, −2 Dex, +19 natural), touch 6, flat-footed 25 |
| Base Attack/Grapple: | +10/+26 |
| Attack: | Bite +16 melee (1d8+12) |
| Full Attack: | Bite +16 melee (1d8+12) |
| Space/Reach: | 15 ft./10 ft. |
| Special Attacks: | Lightning strike, trample 4d8+12 (DC 25) |
| Special Qualities: | Low-light vision |
| Saves: | Fort +16, Ref +7, Will +9 |
| Abilities: | Str 26, Dex 6, Con 25, Int 2, Wis 10, Cha 6 |
| Skills: | Hide −1 (+11 among rocks), Listen +6, Spot +6; racial bonuses |
| Feats: | Alertness, Endurance, Toughness (3) |
| Environment: | Warm deserts |
| Organization: | Solitary or pair |
| Challenge Rating: | 8 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 15–28 HD (Huge); 29–42 HD (Gargantuan) |
| Level Adjustment: | — |
This massive tortoise has a spiked, rocky shell as big as a house. Its large head ends in a wickedly sharp beak.
A dire tortoise moves slowly about the waste, consuming cactuses, mesquite shrubs, and tough desert grasses. It is an ill-tempered beast and quick to lash out at intruders.
A dire tortoise is 20 to 30 feet long and can weigh 12,000 pounds or more.
Dire tortoises rely on their camouflage and protection. If approached, they lunge suddenly at any creature within reach of their powerful jaws.
Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.
Skills: A dire tortoise has a +12 racial bonus on Hide checks in rocky terrain.
Source: Sandstorm, page 151.
| Hit Dice: | 6d8+42 (69 hp) |
| Initiative: | +1 |
| Speed: | 20 ft. (4 squares), fly 80 ft. (average) |
| Armor Class: | 17 (−1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple: | +4/+11 |
| Attack: | Bite +6 melee (1d8+4) |
| Full Attack: | Bite +6 melee (1d8+4) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Stench |
| Special Qualities: | Low-light vision, resistance to disease, scent |
| Saves: | Fort +12, Ref +6, Will +7 |
| Abilities: | Str 16, Dex 13, Con 25, Int 2, Wis 14, Cha 4 |
| Skills: | Listen +4, Spot +12, Survival +11; racial bonuses |
| Feats: | Alertness, Flyby Attack, Track |
| Environment: | Warm deserts |
| Organization: | Solitary or flock (4–20) |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 7–12 HD (Large); 13–18 HD (Huge) |
| Level Adjustment: | — |
This enormous bird of prey has a mottled, naked head and neck with a wicked, hooked beak. A stink of carrion surrounds the beast.
A dire vulture, like its normal cousin, is a carrion feeder. It takes a very large carcass, or many small ones, to keep such a monster fed.
A dire vulture is 8 to 12 feet long and has a wingspan of 20 feet or more.
Dire vultures are much more aggressive than mundane vultures, and one might attack a creature that is two or more size categories smaller than itself.
Stench (Ex): Scraps of rotting flesh cling to a dire vulture’s feathers, and the fetid wind of its wings can fell even the hardiest opponent. A creature within 20 feet of a dire vulture must succeed on a DC 20 Fortitude save or be sickened for ld6 rounds. A creature that successfully saves can’t be affected by that dire vulture’s stench ability for 24 hours. The save DC is Constitution-based.
Resistance to Disease (Ex): A dire vulture has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.
Skills: A dire vulture has a +4 racial bonus on Spot and Survival checks.
Source: Sandstorm, page 152.