Climate: Any aquatic or cold plains; CR: 3; Stats: 16+3,18+4,23+6,2-5,6-2,12+1; HD: 3d8+18 (32 HP); AC: 16 (13 Touch, 12 Flatfoot); Init: +8; Saves: 9,7,-1; Morale: +12 (Brave); Face: 5/10/10; Base Attack/Grapple: +2/+9; Attacks: flipper (1d6+3) +4 Melee; Full Attack: 2 flippers (1d6+3) +4 Melee and bite (1d8+1) +2 Melee; Speed: 30 (6), Swim 80 (16); Special Qualities: Scent; Special Attacks: Trample;
Skills: Survival +4, Swim +8; Feats: Improved Initiative, Multiattack; Armor: Dex (4), Natural (3), Size (-1); Alignment: Always neutral; Organization: Solitary or pack (2-20); Languages Known: None; Treasure: None;
With a huge splash of water and a tremendous sound like a small fog horn blasting, a fifteen foot tall, ten foot long seal jumps up onto the ground. Its pure white skin glistens in the cold sun, and its eyes seem to have a strange light of curiosity to them, if not intelligence.
Dire seals are a rare offshoot of the normal seal line. Like their smaller cousins, they are found mostly in arctic environments, and can survive cold temperatures and harsh winters that would kill most other creatures. They can swim with the greatest of ease, and hold their breath for up to 8 hours at a time without surfacing. They are usually highly inquisitive about new things (i.e. adventurers) and are rarely hostile unless provoked or come upon while they have a child with them.