The Dragonlance Nexus

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Dire Turkey

D&D 3e (3.0/3.5) Rules

by Kendermage

Size/Type: Large Animal
Hit Dice: 9d8+27 (67 hp)
Speed: 20 ft., fly 60 ft. (average)
Armor Class: +7 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+10
Attack: Talon +10 melee(1d4-2)
Full Attack: Talon +10 melee (1d8+4) and bite +5 melee (1d8+4)
Space/Reach: 5 ft./10 ft.
Special Attacks: -
Special Qualities: low-light vision
Saves: Fortitude +9, Reflex +9, Will +8
Abilities: Str 18, Dex 16, Con 16, Int 2, Wis 14, Cha 10
Skills: Hide +5/*+9, Listen +4, Spot +25
Feats: Alertness
Environment: temperate forests
Organization: solitary, pair, or flock
Challenge Rating: 2
Treasure: -
Alignment: Always neutral
Advancement: 10 – 16 HD (huge)
Level Adjustment: -

A dire turkey has a wingspan of about 12 ft and weighs about 200 lbs. They have hundreds of buckler-sized feathers, and males have wattles. Dire turkeys of both sexes have spurs of bone on their lower legs.


Unlike normal turkeys who are very cautious birds and will run or fly away at the first sign of danger; dire turkeys are fierce opponents who do not back down from fights.. The dire turkey attacks using its razor sharp talons and its piercing beak.


The wild turkey has keen eyesight and is very stealthy as such they gain a +8 racial bonus on Spot and a +4 racial bonus on Hide checks. *In areas of tall grass or dense underbrush the hide bonus rises to +8.

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