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SYSTEM REFERENCE DOCUMENT 3.5

 
CELESTIAL DIRE ANIMAL

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

CELESTIAL DIRE APE

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

5d8+13 (35 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), climb 15 ft.

Armor Class:

15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+3/+13

Attack:

Claw +8 melee (1d6+6)

Full Attack:

2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Rend 2d6+9, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 10

Saves:

Fort +6, Ref +6, Will +5

Abilities:

Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7

Skills:

Losartan potassium 100 mg oral tablet +14, Ezetimibe generic cost +5, Toradol farmaco generico +4, Spot +6

Feats:

Alertness, Toughness

Environment:

Any good-aligned plane

Organization:

Solitary or company (5–8)

Challenge Rating:

4

Treasure:

None

Alignment:

Always good (any)

Advancement:

6–15 HD (Large)

Level Adjustment:

+2

A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.

Combat

Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.

Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +5.

CELESTIAL DIRE BADGER

 

Medium Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

3d8+15 (28 hp)

Initiative:

+3

Speed:

30 ft. (6 squares), burrow 10 ft.

Armor Class:

16 (+3 Dex, +3 natural), touch 13, flat-footed 13

Base Attack/Grapple:

+2/+4

Attack:

Claw +4 melee (1d4+2)

Full Attack:

2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Rage, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 8

Saves:

Fort +7, Ref +6, Will +4

Abilities:

Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10

Skills:

Listen +6, Spot +6

Feats:

Alertness, Toughness, TrackB

Environment:

Any good-aligned plane

Organization:

Solitary or cete (2–5)

Challenge Rating:

2

Treasure:

None

Alignment:

Always good (any)

Advancement:

4–9 HD (Large)

Level Adjustment:

+2

These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.

A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.

Combat

Dire badgers attack with their sharp claws and teeth.

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +3.

CELESTIAL DIRE BAT

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

4d8+12 (30 hp)

Initiative:

+6

Speed:

20 ft. (4 squares), fly 40 ft. (good)

Armor Class:

20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14

Base Attack/Grapple:

+3/+10

Attack:

Bite +5 melee (1d8+4)

Full Attack:

Bite +5 melee (1d8+4)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Smite evil

Special Qualities:

Blindsense 40 ft., damage resistance 5/magic, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 9

Saves:

Fort +7, Ref +10, Will +6

Abilities:

Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6

Skills:

Hide +4, Listen +12*, Move Silently +11, Spot +8*

Feats:

Alertness, Stealthy

Environment:

Any good-aligned plane

Organization:

Solitary or colony (5–8)

Challenge Rating:

3

Treasure:

None

Alignment:

Always good (any)

Advancement:

5–12 HD (Large)

Level Adjustment:

+2

A dire bat has a wingspan of 15 feet and weighs about 200 pounds.

Combat

Dire bats swoop down upon unsuspecting prey from above.

Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +4.

CELESTIAL DIRE BEAR

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

12d8+51 (105 hp)

Initiative:

+1

Speed:

40 ft. (8 squares)

Armor Class:

17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16

Base Attack/Grapple:

+9/+23

Attack:

Claw +19 melee (2d4+10)

Full Attack:

2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Improved grab, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 10/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 17

Saves:

Fort +12, Ref +9, Will +9

Abilities:

Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10

Skills:

Listen +10, Spot +10, Swim +13

Feats:

Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Environment:

Any good-aligned plane

Organization:

Solitary or pair

Challenge Rating:

9

Treasure:

None

Alignment:

Always good (any)

Advancement:

13–16 HD (Large); 17–36 HD (Huge)

Level Adjustment:

+2

The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.

A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.

Combat

A dire bear attacks by tearing at opponents with its claws.

Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +12.

CELESTIAL DIRE BOAR

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

7d8+21 (52 hp)

Initiative:

+0

Speed:

40 ft. (8 squares)

Armor Class:

15 (–1 size, +6 natural), touch 9, flat-footed 15

Base Attack/Grapple:

+5/+17

Attack:

Gore +12 melee (1d8+12)

Full Attack:

Gore +12 melee (1d8+12)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Ferocity, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 12

Saves:

Fort +8, Ref +5, Will +8

Abilities:

Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8

Skills:

Listen +8, Spot +8

Feats:

Alertness, Endurance, Iron Will

Environment:

Any good-aligned plane

Organization:

Solitary or herd (5–8)

Challenge Rating:

5

Treasure:

None

Alignment:

Always good (any)

Advancement:

8–16 HD (Large); 17–21 HD (Huge)

Level Adjustment:

+2

Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.

Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.

Combat

A dire boar charges its opponent, trying to rip the target open with its tusks.

Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +7.

CELESTIAL DIRE LION

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

8d8+24 (60 hp)

Initiative:

+2

Speed:

40 ft. (8 squares)

Armor Class:

15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+6/+17

Attack:

Claw +13 melee (1d6+7)

Full Attack:

2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Improved grab, pounce, rake 1d6+3, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 13

Saves:

Fort +9, Ref +8, Will +7

Abilities:

Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10

Skills:

Hide +2*, Listen +7, Move Silently +5, Spot +7

Feats:

Alertness, Run, Weapon Focus (claw)

Environment:

Any good-aligned plane

Organization:

Solitary, pair, or pride (6–10)

Challenge Rating:

7

Treasure:

None

Alignment:

Always good (any)

Advancement:

9–16 HD (Large); 17–24 HD (Huge)

Level Adjustment:

+2

Dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey.

Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds.

Combat

A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself.

Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +12 melee, damage 1d6+3.

Skills: Dire lions have a +4 racial bonus on Hide and Move Silently checks.

*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +8.

CELESTIAL DIRE RAT

 

Small Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

1d8+1 (5 hp)

Initiative:

+3

Speed:

40 ft. (8 squares), climb 20 ft.

Armor Class:

15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Base Attack/Grapple:

+0/–4

Attack:

Bite +4 melee (1d4 plus disease)

Full Attack:

Bite +4 melee (1d4 plus disease)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Disease, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 6

Saves:

Fort +3, Ref +5, Will +3

Abilities:

Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4

Skills:

Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Feats:

Alertness, Weapon FinesseB

Environment:

Any good-aligned plane

Organization:

Solitary or pack (11–20)

Challenge Rating:

1/3

Treasure:

None

Alignment:

Always good (any)

Advancement:

2–3 HD (Small); 4–6 HD (Medium)

Level Adjustment:

+2

Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.

A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.

Combat

Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.

Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire rats use their Dexterity modifier for Climb and Swim checks.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +1.

CELESTIAL DIRE SHARK

 

Huge Magical Beast (Augmented Animal, extraplanar, aquatic)

Hit Dice:

18d8+66 (147 hp)

Initiative:

+2

Speed:

Swim 60 ft. (12 squares)

Armor Class:

17 (–2 size, +2 Dex, +7 natural), touch 10, flat-footed 15

Base Attack/Grapple:

+13/+27

Attack:

Bite +18 melee (2d8+9)

Full Attack:

Bite +18 melee (2d8+9)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Improved grab, swallow whole, smite evil

Special Qualities:

Keen scent, damage resistance 10/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 23

Saves:

Fort +14, Ref +13, Will +12

Abilities:

Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 10

Skills:

Listen +12, Spot +11, Swim +14

Feats:

Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)

Environment:

Any good-aligned plane

Organization:

Solitary or school (2–5)

Challenge Rating:

11

Treasure:

None

Alignment:

Always good (any)

Advancement:

19–32 (Huge); 33–54 (Gargantuan)

Level Adjustment:

+2

Dire sharks attack anything they perceive to be edible, even larger creatures.

This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.

Combat

Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.

Improved Grab (Ex): To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.

Skills: A dire shark 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.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +18.

CELESTIAL DIRE TIGER

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

16d8+48 (120 hp)

Initiative:

+2

Speed:

40 ft. (8 squares)

Armor Class:

17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple:

+12/+24

Attack:

Claw +20 melee (2d4+8)

Full Attack:

2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Improved grab, pounce, rake 2d4+4, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 10/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 21

Saves:

Fort +13, Ref +12, Will +11

Abilities:

Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10

Skills:

Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10

Feats:

Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)

Environment:

Any good-aligned plane

Organization:

Solitary or pair

Challenge Rating:

10

Treasure:

None

Alignment:

Always good (any)

Advancement:

17–32 HD (Large); 33–48 (Huge)

Level Adjustment:

+2

Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.

Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.

Combat

A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.

Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +18 melee, damage 2d4+4.

Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +16.

CELESTIAL DIRE WEASEL

 

Medium Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

3d8 (13 hp)

Initiative:

+4

Speed:

40 ft. (8 squares)

Armor Class:

16 (+4 Dex, +2 natural), touch 14, flat-footed 12

Base Attack/Grapple:

+2/+4

Attack:

Bite +6 melee (1d6+3)

Full Attack:

Bite +6 melee (1d6+3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Attach, blood drain, smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 8

Saves:

Fort +3, Ref +7, Will +4

Abilities:

Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11

Skills:

Hide +8, Listen +3, Move Silently +8, Spot +5

Feats:

Alertness, Stealthy , Weapon FinesseB

Environment:

Any good-aligned plane

Organization:

Solitary or pair

Challenge Rating:

2

Treasure:

None

Alignment:

Always good (any)

Advancement:

4–6 HD (Medium); 7–9 HD (Large)

Level Adjustment:

+2

Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds.

Combat

Dire weasels stalk their prey in the dark and then leap on it, biting and clawing.

Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +3.

CELESTIAL DIRE WOLF

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

6d8+18 (45 hp)

Initiative:

+2

Speed:

50 ft. (10 squares)

Armor Class:

14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

Base Attack/Grapple:

+4/+15

Attack:

Bite +11 melee (1d8+10)

Full Attack:

Bite +11 melee (1d8+10)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Trip, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 11

Saves:

Fort +8, Ref +7, Will +6

Abilities:

Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10

Skills:

Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

Feats:

Alertness, Run, TrackB, Weapon Focus (bite)

Environment:

Any good-aligned plane

Organization:

Solitary or pack (5–8)

Challenge Rating:

4

Treasure:

None

Alignment:

Always good (any)

Advancement:

7–18 HD (Large)

Level Adjustment:

+2

Dire wolves are efficient pack hunters that will kill anything they can catch.

Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

Combat

Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +6.

CELESTIAL DIRE WOLVERINE

 

Large Magical Beast (Augmented Animal, extraplanar)

Hit Dice:

5d8+23 (45 hp)

Initiative:

+3

Speed:

30 ft. (6 squares), climb 10 ft.

Armor Class:

16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13

Base Attack/Grapple:

+3/+13

Attack:

Claw +8 melee (1d6+6)

Full Attack:

2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Rage, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 10

Saves:

Fort +8, Ref +7, Will +5

Abilities:

Str 22, Dex 17, Con 19, Int 3, Wis 12, Cha 10

Skills:

Climb +14, Listen +7, Spot +7

Feats:

Alertness, Toughness, TrackB

Environment:

Any good-aligned plane

Organization:

Solitary or pair

Challenge Rating:

5

Treasure:

None

Alignment:

Always good (any)

Advancement:

6–15 HD (Large)

Level Adjustment:

+2

Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.

Combat

Dire wolverines attack opponents wantonly, fearing no other creatures.

Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Skills: A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +5.

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Buy phenergan liquid online without a prescription! How much phenergan is too much? side effects How long will phenergan remain in my body? Some phenergan side effects cannot be stopped once they start. In addition, phenergan may cause your body some serious side effects Price of lisinopril 5 mg if it is taken for a long time or every day. This is why it very important to monitor your phenergan dosage and to never stop taking it unless your doctor tells you to. Never stop taking phenergan without talking to your doctor first. Check with if you have any concerns. Talk to your doctor before stopping phenergan if you are pregnant. How is phenergan used? comes as a tablet that is dissolved in a drink. It comes liquid form as well so you can take it in liquid form. You can take it with food or as a pill, but keep in mind that it can mix with food and cause the side effects listed below to become worse if they are. Some people take phenergan for several years at a time. In that case, if you plan on using phenergan, should continue taking it even if you don't notice any changes. It is recommended that you buy phenergan codeine online stay on the medication as long it is safe for you but it is Esomeprazol 20 mg generika always best can i buy phenergan online to stop. Some people use phenergan as a cough suppressant. This is not recommended because phenergan can cause serious side effects if it is taken long-term. Talk to your doctor about alternative cough suppressant medicine if that is important to you. The side effects of phenergan will not go away even if you try to stop taking phenergan. It is important to take phenergan every day even if you don't notice any effects. The medication will get even stronger in your body if it is not taken regularly and properly. Phenergan side effects does not cause every kind of side effect and you may not develop any of the following: nausea constipation dizziness headache irritability difficulty sleeping changes in your breathing feeling nervous being more physically active This should not be taken as a reason to stop using the drug. Talk to your doctor about symptoms as well possible side effects. If you think there is a possibility that you can get something in your nose or mouth when you take phenergan, ask your doctor for a tetanus booster shot, which will protect you against tetanus that can cause problems and even death. It is also a good idea to get tetanus booster shot at least a month before you take phenergan. This preventative measure will help your body's immune system to recognize the bacteria that can cause tetanus. If you are pregnant or know someone who is pregnant, speak to your doctor before taking this drug. Your baby may be at a higher risk if you are taking this medication even for short term. It is important to speak your doctor before using phenergan if you think someone know may get this drug in their nose when you take it. Tell your doctor right away if you or a family member has any changes in behavior, or is experiencing unusual body swelling: changes in their head or skin difficulty chewing increase in temperature or shivering if you take phenergan long-term This should not be buy phenergan with codeine syrup online a reason to stop taking your phenergan medication unless doctor tells you to.

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Phenergan is used for relieving allergy symptoms, including hives or runny nose. It is used to prevent and control nausea and vomiting during and after surgery. It is also used as a sedative or sleep aid.



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Phenergan with codeine dosage prescription by the American Society of Addiction Medicine. Dosage The Can i buy xenical over the counter in the uk usual dose for an adult is 2.5 mg of codeine plus up to 1.5 mg of methadone. For children and adolescents, this dose is 1.5 mg of codeine plus up to 200 mg of methadone. Drug Interactions Dosage adjustments are warranted for patients taking opioids and other central nervous system stimulants. Risk of Respiratory Depression Codeine and its metabolites are extensively metabolized by cytochrome P450 3A4 (CYP3A4), a family of enzymes that include cytochrome P450 2D6, 3A4, and 2D6A. Opioid-induced respiratory depression may occur when codeine and other opioids are coadministered with respiratory depressants such as benzodiazepines. A decrease in the rate of respiratory depression with concomitant use of buprenorphine is thought to result from inhibition of drug-metabolizing CYP3A4 by codeine. It is not clear if the metabolism of codeine influences respiratory depression induced by other opioids, or what the effect is on respiratory depression itself. For example, acetaminophen-induced respiratory depression has been found in patients taking codeine and other opioids, while no respiratory depression was noted with a combination of morphine and codeine. The respiratory depression induced by oxycodone, diazepam, and other opioid analgesics may also be due to inhibition of drug-metabolizing CYP3A4. Toxicology Codeine/codeine metabolites are rapidly and extensively metabolized by cytochrome P450 3A4 (CYP3A4). CYP3A4 is involved in the metabolism of many drugs. most common is morphine. Codeine metabolized by CYP3A4 in the same way as morphine. CYP3A4 also catalyzes the metabolism of drugs associated with the carcinogenic/carcinogenic process. This includes tobacco, benzodiazepines (such as alprazolam, diazepam, and lorazepam, barbiturates), other opioids (such as hydrocodone, oxycodone, and fentanyl), some phenothiazines (such as amitriptyline, phenelzine, and tranylcypromine). Codeine can undergo metabolism by one of three pathways: 1. Elimination: Codeine is eliminated in urine by two pathways: 1) metabolism; 2) by excretion. 1. Metabolism: Codeine (and other opioids) can be eliminated in urine two ways: 1) by metabolism, and 2) excretion. 2. Excretion: Codeine (and other opioids) can excreted in the urine by two mechanisms: 1) non-metabolized metabolites, and 2) metabolites formed outside the body. Excess urinary excretion may lead to excessive clearance of codeine (and other opioids) and could contribute to a clinical overdose. The risk of respiratory depression from codeine is dose-dependent. The risk greatest if dosage of codeine is increased. For example, a patient taking 2.5 mg of codeine orally daily (100 mg daily) with a maximum daily dose of 50 mg (100 twice a day) is at risk of respiratory depression a dose 100 mg. Dose-dependent respiratory depression may be due to the actions of CYP3A4 on other drugs metabolized by this enzyme. It is possible that patients taking several different opioids may be more susceptible to respiratory depression. The most important consideration in administering codeine is the need for careful monitoring of respiratory depression because the metabolism of codeine and other opioids is complex. Clinical trials have shown that in patients receiving maintenance therapy, dose adjustments are feasible and often necessary in controlling respiratory depression. Codeine-induced respiratory depression may occur when codeine and other opioids are coadministered with benzodiazepine, phenothiazines, antipsychotics, barbiturates, and other central nervous system (CNS) stimulants. Some patients may require daily dose adjustment of narcotics (e.g., morphine, hydrocodone, oxycodone, etc.) to control the potential for respiratory depression during detoxification. Codeine may also cause a decrease in the plasma concentration of sympathomimetic amines, noradrenaline, and dopamine. There are no reports of overdose reactions to codeine. Side effects of codeine can include drowsiness, insomnia, confusion, nervousness, dizziness, or weakness. The clinical trials included in literature report that the following side effects have.

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