Dire Animal

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Dire Elephant ⬇️
Gargantuan Animal
Dire Elk ⬇️
Huge Animal
Dire Hawk ⬇️
Medium Animal
Dire Horse ⬇️
Large Animal
Dire Snake ⬇️
Huge Animal
Dire Toad ⬇️
Medium Animal
Hit Dice: 20d8+200 (290 hp) 12d8+63 (117 hp) 5d8+10 (32 hp) 8d8+51 (87 hp) 7d8+24 (55 hp) 4d8+8 (26 hp)
Initiative: +0 +0 +6 +1 +5 +2
Speed: 30 ft. (6 squares) 50 ft. (10 squares) 10 ft. (2 squares), fly 80 ft. (average) 60 ft. (12 squares) 30 ft. (6 squares), climb 20 ft., swim 20 ft. 30 ft. (6 squares)
Armor Class: 10 (–⁠4 size, +4 natural), touch 6, flat-footed 10 15 (–⁠2 size, +7 natural), touch 8, flat-footed 15 19 (+6 Dex, +3 natural), touch 16, flat-footed 13 16 (–⁠1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 18 (–⁠2 size, +5 Dex, +5 natural), touch 13, flat-footed 13 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +15/+42 +9/+24 +3/+4 +6/+16 +5/+20 +3/+3
Attack: Slam +26 melee (2d8+15) or gore +27 melee (4d6+22) Slam +14 melee (2d6+7) or gore +14 melee (2d8+10) Claw +9 melee (1d4+1) Hoof +11 melee (1d6+6) Bite +10 melee (2d6+10 plus poison) Bite +5 melee (1d4 plus poison) or tongue +5 ranged (—)
Full Attack: Slam +26 melee (2d8+15) and 2 stamps +21 melee (2d8+7), or gore +27 melee (4d6+22) Slam +14 melee (2d6+7) and 2 hooves +9 melee (2d4+3), or gore +14 melee (2d8+10) 2 claws +9 melee (1d4+1) and bite +4 melee (1d6) 2 hooves +11 melee (1d6+6) and bite +6 melee (1d4+3) Bite +10 melee (2d6+10 plus poison) Bite +5 melee (1d4 plus poison) or tongue +5 ranged (—)
Space/Reach: 20 ft./10 ft. 15 ft./10 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 5 ft./5 ft.
Special Attacks: Trample 4d6+22 (DC 35) Trample 2d8+10 (DC 23) Constrict 1d6+10, improved grab, poison Poison
Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision Low-light vision, scent Low-light vision, scent Low-light vision
Saves: Fort +22, Ref +12, Will +16 Fort +13, Ref +8, Will +8 Fort +6, Ref +10, Will +6 Fort +12, Ref +7, Will +8 Fort +8, Ref +10, Will +6 Fort +6, Ref +6, Will +6
Abilities: Str 40, Dex 11, Con 30, Int 2, Wis 15, Cha 7 Str 24, Dex 11, Con 20, Int 2, Wis 11, Cha 7 Str 12, Dex 22, Con 15, Int 2, Wis 15, Cha 11 Str 22, Dex 13, Con 22, Int 2, Wis 15, Cha 11 Str 24, Dex 20, Con 16, Int 1, Wis 13, Cha 11 Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7
Skills: Listen +19, Spot +15 Hide –⁠4, Listen +10, Spot +9; racial bonuses Listen +7, Move Silently +8, Spot +7; racial bonuses Listen +8, Spot +8 Balance +14, Climb +15, Hide +6, Listen +8, Spot +8; racial bonuses Hide +8, Jump +10, Listen +7, Spot +8; racial bonuses
Feats: Alertness, Endurance, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Listen), Weapon Focus (gore) Alertness, Diehard, Endurance, Power Attack, Toughness Alertness, Weapon Finesse Endurance, Run, Toughness Alertness, Endurance, Toughness Alertness, Weapon Finesse
Environment: Warm forest and plains Temperate and cold forest, hills, and mountains Any forest, hill, plains, and mountains Any land Temperate and warm land, aquatic, and underground Temperate and warm land, aquatic, and underground
Organization: Solitary or herd (6–30) Solitary or herd (6–30) Solitary or pair Solitary or herd (6–30) Solitary Solitary or swarm (10–100)
Challenge Rating: 10 7 2 4 5 3
Treasure: None None None None None None
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: 21–30 HD (Gargantuan); 31–45 HD (Colossal) 13–16 HD (Huge); 17–36 HD (Gargantuan) 5–8 HD (Medium); 9–12 HD (Large) 9–16 HD (Large); 17–24 HD (Huge) 8–12 HD (Huge); 13–16 HD (Gargantuan) 5–6 HD (Medium-size); 7–10 HD (Large)
Level Adjustment:

Dire ElephantDire ElkDire HawkDire HorseDire SnakeDire Toad

Dire Horse ⬆️

These aggressive, wild equines roam the wilderness in herds. Dire horses resist domestication as much as any wild animal does.

A dire horse looks like a large version of a normal horse except for the bony plates on either side of its head. A dire horse’s hooves often have jagged edges, and its mane tends to be shaggy.

Combat

A dire horse usually lashes out with its hooves and follows up with a bite attack. It can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).

Carrying Capacity: A light load for a dire horse is up to 519 pounds; a medium load is 520–1,038 pounds; and a heavy load is 1,039–1,557 pounds. A dire horse can drag 7,785 pounds.

Dire Elk ⬆️

A bull dire elk is an imposing and aggressive beast. Females are less aggressive than males, but a cow dire elk is still formidable when her calves are threatened.

A dire elk has dark-colored, shaggy hair covering its body. The bull’s enormous antlers can span up to 12 feet, and he can weigh up to 3 tons. In the spring, he sheds his antlers, so his gore attack is not available until he regrows them the following autumn. A female is not antlered, so she never has access to a gore attack.

Combat

If a bull dire elk believes himself challenged, he tries to drive off the interloper by bellowing loudly and pawing the ground. If that doesn’t work, he charges with his head lowered to deliver a vicious gore with his oversized antlers, then follows up with trample attacks.

Skills: A dire elk receives a +4 racial bonus on Hide checks.

Dire Elephant ⬆️

These titanic herbivores are somewhat unpredictable and moody. Giants sometimes use dire elephants as mounts or beasts of burden.

A dire elephant is a much larger version of a normal elephant, with bony plates armoring its spine and huge, vicious tusks. Its eyes are small and mean.

Combat

A dire elephant attacks by slamming opponents with its massive trunk, then stamping them into the ground. When there are several opponents, it usually attempts to trample them.

Dire Hawk ⬆️

This bird of prey is capable of taking down pigs, sheep, and even the occasional small horse. The dire hawk prefers high, remote nesting spots.

A typical dire hawk is about 5 feet long and has a wingspan of about 11 feet. The upper part of its beak has a bony protrusion, and several long feathers trail gracefully from its lower body and tail.

Skills: A dire hawk receives a +8 racial bonus on Spot checks in daylight.

Dire Snake ⬆️

The dire snake combines the strength and power of a constrictor with the venomous bite of a viper.

The dire snake looks like an enormous viper with dull green or brown scales and long fangs. Its head has two bony protrusions similar to horns placed just behind the eyes.

Combat

Constrict (Ex): With a successful grapple check, a dire snake can constrict a grabbed opponent, dealing 1d8+10 points of bludgeoning 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).

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. 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.

Skills: A dire snake receives a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance checks.

Dire Toad ⬆️

These amphibians are generally shy and nonagressive. They usually aren’t dangerous to humanoids.

Combat

Though dire toads are not prone to fighting, they do bite if disturbed. A dire toad’s tongue attack has a range of 10 feet with no range increment.

Poison (Ex): A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage).

Improved Grab (Ex): If a dire toad hits an opponent that is at least one size category smaller than itself with a bite attack or a tongue attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +3). If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad 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 toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Swallow Whole (Ex): A dire toad can swallow a grabbed opponent that is at least one size category smaller than itself by making a successful grapple check. Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. See Swallow Whole for escape methods and other information. A Medium dire toad’s stomach has an AC of 13 and 10 hp can hold 2 Small or 8 Tiny or smaller opponents.

Skills: A dire toad receives a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Jump checks.

Source: Monster Manual II, page 22. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.