“Dire Walrus: The Titanic Tusked Terror of Frozen Seas”
Enormous, tusked predators of the frozen coasts, blending brute force, primal cunning, and relentless territorial fury.

Appearance
Dire Walruses are massive, armored in mottled grey-brown blubber thick as plate. Their ivory tusks, often longer than a man is tall, curve outward like frozen spears, etched with scars and ice-burn marks. Coarse, frost-tipped whiskers frame a scarred, craggy face, while black, obsidian eyes gleam with glacial intelligence. Steam rises from their breath, and ice clings to their scarred hides, giving them an aura of living winter.
Behaviour
Unlike ordinary walruses, Dire Walruses are fiercely territorial and quick to violence. They bellow thunderous roars that echo across frozen bays, using sheer bulk and tusks to dominate rivals and crush intruders. Typically solitary, they patrol ice floes and coastal caverns with relentless vigilance, gathering only briefly during mating season.
Habitat
Found along frozen coastlines, glacial shelves, and icy bays, Dire Walruses claim regions near ship graveyards, ice caves, or frost giant lairs. Their hunting grounds extend across the polar seas, where they prey on seals, whales, and any creature foolish enough to enter their domain.
Modus Operandi
Dire Walruses attack with explosive bursts from the water, smashing boats, impaling prey with tusks, and dragging victims beneath the ice. On land or ice, they use massive bulk to crush foes, battering with tusks and body weight until their enemies are immobilized or defeated.
Motivation
Primarily driven by hunger and territorial dominance, Dire Walruses relentlessly defend their frozen realm. They respond to threats, disturbances, and potential prey with brutal efficiency, enforcing their reign over the icy wastes.
Dire Walrus 5e 2024
Dire Walrus, Pathfinder
Dire Walrus 3.5
Dire Walrus

Huge Beast, Unaligned
Armor Class 15 (natural armor)
Hit Points 210 (20d12 + 80)
Speed 15 ft., swim 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 8 (–1) | 18 (+4) | 3 (–4) | 13 (+1) | 9 (–1) |
Saving Throws Con +7, Wis +4
Skills Athletics +10, Perception +4
Damage Resistances Cold; bludgeoning, piercing, and slashing from nonmagical attacks while in icy water or on packed ice
Condition Immunities Frightened (while in its territory)
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Traits
Hold Breath. The dire walrus can hold its breath for up to 30 minutes.
Thick Blubber. The walrus has resistance to cold damage and advantage on saving throws against being grappled, restrained, or knocked prone.
Ice-Breaker Charge. If the walrus moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 21 (6d6) piercing damage and must succeed on a DC 18 Strength saving throw or be knocked prone.
Territorial Roar (Recharge 5–6). As a bonus action, the walrus bellows a thunderous roar audible up to 600 feet away. Creatures of its choice within 60 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Ice Shroud (Instinctive). When the walrus breaches or thrashes in icy water, shards of frost burst outward in a 10-foot radius, turning that area into difficult terrain until the start of its next turn. This is a natural environmental effect, not magical.
Actions
Multiattack. The walrus makes two attacks: one with its Tusk and one with its Body Slam.
Tusk. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) piercing damage.
Body Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Freezing Spray (Recharge 5–6).
The walrus expels a violent blast of icy seawater and frigid air in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much on a success.
The spray instantly freezes on contact, coating the ground in slick ice. The affected area becomes difficult terrain until the start of the walrus’s next turn.
Reactions
Glacial Resilience. When the walrus takes more than 20 damage from a single attack, it can reduce the damage by 10 (1d10 + 5) as its blubber stiffens against the blow.
Legendary Actions (Optional — Apex Variant)
The walrus can take 2 legendary actions, only one at a time, at the end of another creature’s turn. It regains spent actions at the start of its turn.
- Crushing Roll. The walrus moves up to 10 feet and makes a Body Slam attack against a prone creature.
- Frost Spray. The walrus exhales a 15-foot cone of icy mist; each creature in that area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) cold damage.
- Bellow of Dominion (Costs 2 Actions). The walrus unleashes a subsonic roar; hostile creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls until the end of their next turn.
Tactics
The dire walrus prefers ambush and overwhelming force. It begins combat by erupting from icy water with an Ice-Breaker Charge, aiming to knock prey prone or capsize small vessels. It follows with Body Slam and Tusk attacks to isolate and crush targets. Against groups or ranged foes, it uses Freezing Spray to obscure vision and create slippery terrain. If wounded, it retreats beneath the ice, relying on Ice Shroud and Glacial Resilience to outlast pursuers before striking again from below.
Description
Dire walruses are colossal, tusked leviathans that rule the polar coasts with brute strength and primal cunning. Their roars echo across the frozen seas like cracking glaciers, and their bulk turns the very ice beneath them into a weapon.
Dire Walrus

This colossal, tusked beast hauls itself from the icy surf, its bellow echoing like the crack of a glacier. Frost clings to its whiskers, and its small black eyes glint with territorial fury.
Dire Walrus CR 8
XP 4,800
N Huge animal (cold)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE
AC 22, touch 9, flat-footed 21 (+1 Dex, +12 natural, –2 size)
hp 138 (12d8+84)
Fort +14, Ref +9, Will +7
DR 5/slashing; Resist cold 10
Immune paralysis, sleep (animal traits)
OFFENSE
Speed 20 ft., swim 50 ft.
Melee 2 tusks +19 (2d8+10/19–20), slam +19 (2d6+10 plus push)
Space 15 ft.; Reach 10 ft.
Special Attacks freezing spray (DC 21), icebreaker charge, terrifying bellow (DC 19)
STATISTICS
Str 31, Dex 13, Con 24, Int 2, Wis 15, Cha 10
Base Atk +9; CMB +23; CMD 34 (38 vs. bull rush or trip)
Feats Diehard, Endurance, Improved Critical (tusk), Iron Will, Power Attack, Toughness
Skills Perception +17, Swim +21; Racial Modifiers +8 Swim
SQ hold breath, thick blubber
ECOLOGY
Environment cold coastlines and arctic seas
Organization solitary, pair, or pod (3–6)
Treasure none
SPECIAL ABILITIES
Hold Breath (Ex)
A dire walrus can hold its breath for up to 30 minutes before risking drowning or suffocation.
Thick Blubber (Ex)
The walrus’s dense fat and hide grant it cold resistance 10 and a +4 racial bonus on saving throws against effects that cause it to become grappled, restrained, or knocked prone.
Icebreaker Charge (Ex)
If the dire walrus moves at least 20 feet straight toward a creature and hits it with a tusk attack, the attack deals an extra 4d8 points of piercing damage. The target must succeed at a DC 25 Reflex save or be knocked prone. This impact can also shatter up to 2 feet of ice without impeding the walrus’s movement. The save DC is Strength-based.
Freezing Spray (Ex) (Recharge 1d4 rounds)
As a standard action, the walrus expels a blast of icy seawater in a 30-foot cone. Creatures in the area take 6d8 points of cold damage (Reflex DC 21 half). The ground becomes coated in slick ice, functioning as grease for 1 round. The save DC is Constitution-based.
Terrifying Bellow (Ex) (1/day)
The walrus unleashes a resonant roar audible up to 600 feet away. All creatures within 60 feet that can hear it must succeed at a DC 19 Will save or become shaken for 1d4 rounds. This is a mind-affecting fear effect.
Push (Ex)
When the dire walrus hits with a slam attack, it can attempt a free bull rush without provoking attacks of opportunity.
TACTICS
Before Combat
A dire walrus lies in wait beneath thin ice or near floes, surfacing suddenly to surprise trespassers or prey.
During Combat
It opens with freezing spray to hinder movement, then charges using icebreaker charge to knock enemies prone. It bellows to scatter clustered foes and smashes vulnerable targets with tusks or slams.
Morale
A dire walrus fights fearlessly to defend its pod or territory, retreating below the ice only if reduced below one-third of its hit points.
ECOLOGY
Dire walruses are immense and ancient cousins of the common walrus, adapted to the most hostile polar environments. Reaching 25 feet in length and weighing over 12 tons, these beasts rule frozen coasts and pack ice with sheer brute strength.
Despite their size, dire walruses are intelligent within animal limits and exhibit complex social behaviors—mating displays, long-distance calls, and cooperative defense of young. Rival males duel by ramming and bellowing until the ice itself splinters beneath them.
When roused to anger, a dire walrus can overturn boats, crush icebound adventurers, or drive off frost drakes competing for territory. Sailors speak of seeing their tusks rising like white monoliths amid blizzards, heralding the storm’s wrath itself.
Variant: Frostback Dire Walrus (CR 9)
A rarer subspecies from deeper polar seas. Its frosted hide grants cold resistance 20, and its freezing spray recharges every 1d3 rounds. While submerged in frigid water, it gains concealment (20% miss chance) as a halo of vaporous ice surrounds its bulk.
Walrus, Dire

This immense walrus rears from the ice, its ivory tusks gleaming like curved spears. Frost clings to its whiskers as it bellows a roar that echoes across the frozen sea.
Huge Animal
Hit Dice: 12d8 + 72 (126 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Tusk +15 melee (2d8 + 8/19–20)
Full Attack: 2 tusks +15 melee (2d8 + 8/19–20) and slam +13 melee (2d6 + 4)
Space/Reach: 15 ft./10 ft.
Special Attacks: freezing spray, icebreaker charge, terrifying bellow, push
Special Qualities: low-light vision, darkvision 60 ft., scent, hold breath, thick blubber
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 27, Dex 13, Con 22, Int 2, Wis 14, Cha 10
Skills: Listen +9, Spot +9, Swim +16
Feats: Endurance, Diehard, Improved Critical (tusk), Iron Will, Power Attack, Toughness
Environment: Cold coastlines and arctic seas
Organization: Solitary, pair, or pod (3–6)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13–18 HD (Huge); 19–24 HD (Gargantuan)
Level Adjustment: —
Combat
A dire walrus attacks with brute strength and territorial ferocity. It surfaces beneath intruders, battering them with tusks and slamming its massive body into foes or ice floes.
Hold Breath (Ex): A dire walrus can hold its breath for up to 30 minutes before risking drowning.
Thick Blubber (Ex): A layer of dense fat grants cold resistance 10 and a +4 bonus on checks or saving throws to resist being grappled or tripped.
Icebreaker Charge (Ex): If the walrus moves at least 20 feet straight toward a target and hits with a tusk attack, it deals an extra 4d8 points of piercing damage. The target must succeed on a DC 23 Reflex save or be knocked prone. The save DC is Strength-based. The walrus can shatter up to 2 feet of ice without slowing during the charge.
Freezing Spray (Ex): Once every 1d4 rounds, as a standard action, the walrus expels a blast of icy seawater in a 30-foot cone. Creatures in the area take 6d8 points of cold damage (Reflex DC 21 half). The ground becomes slick, functioning as a grease spell for 1 round. The save DC is Constitution-based.
Terrifying Bellow (Ex): Once per day the walrus releases a deafening roar. All creatures within 60 feet that can hear it must succeed on a DC 17 Will save or be shaken for 1d4 rounds. This is a mind-affecting fear effect.
Push (Ex): When the walrus hits with a slam, it can attempt a free bull rush without provoking attacks of opportunity.
Skills
A dire walrus has a +8 racial bonus on Swim checks and can always take 10 on Swim checks, even if rushed or threatened.
Tactics
Before Combat: Hides beneath ice or in deep water, ambushing creatures that enter its territory.
During Combat: Opens with freezing spray to hamper foes, then charges with icebreaker charge. Uses bellow if surrounded.
Morale: Fights to defend territory or young but retreats under ice if reduced below one-third hit points.
Ecology
Dire walruses are monstrous descendants of common walruses that inhabit the coldest seas. Adults exceed 25 feet in length and weigh over 12 tons. They compete with polar bears and frost worms for prey and territory, often attacking ships that venture too close to their ice fields.
Frostback Dire Walrus (CR 9)
A larger subspecies with cold resistance 20 and a freezing spray that recharges every 1d3 rounds. When submerged in icy water it gains concealment (20% miss chance) from a halo of freezing mist.
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