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