Dire Ram

Dire Ram
Large Animal
Alignment: Neutral
Initiative: +3 Speed: 40 ft. (8 squares)
Hit Dice: 4d8+12 (30 hp)
AC/tch/ff: 20/14/18 (-1 size, +5 Dex, +6 natural)
Saves: Fort +8, Ref +10, Will +4
BAB/Grapple: +3/+8 Space/Reach: 10 ft./5 ft.
Attack (melee): Gore +7 (1d8+5)
Full Attack: Gore +7 melee (1d8+5)
Special Attacks: Knockback1
Special Qualities: Low-light vision, scent
Abilities: Str 21, Dex 21, Con 16, Int 2, Wis 13, Cha 8
Skills: Balance +8, Jump +15, Listen +5, Spot +3
Feats: Endurance, Ability Focus (knockback)
Environment: Mountains Organization: Domesticated
Treasure: None


For centuries, the people of Cydon have bred the surefooted dire rams of the Cloud Peak Mountains and trained them as mounts. These formidable mountain sheep grow to the size of horses. While not as fast as a horse, they possess exceptional balance, which allows them to move quickly over rugged terrain without risk of falling.


A dire ram’s massive horns form its primary means of defense. The top of the ram’s skull is thickened over years of rutting in competition for mates. Rams trained as war mounts use their horns and their knockback ability1 to break through enemy lines, or to push foes over cliffs.

1 Knockback (Ex): A gore attack from a dire ram can literally drive back a foe. When a dire ram hits with its gore attack, it can immediately attempt a bull rush without entering the foe’s space or provoking an attack of opportunity. The ram makes a Strength check with a +11 bonus, which includes a +4 racial bonus. If the bull rush succeeds, the foe is driven back 5 feet and must make a DC 18 Reflex save or fall down.

Dire Ram

The Westerlands gnunn