Dire Walrus
Originally Posted by R.M.G.C.L.F. of the Wizards Community forums.
Dire walruses live in the cold arctic regions.
Dire Walrus | |
Huge animal | |
Hit Dice | 12d8+96 (150 HP) |
Initiative | +1 |
Speed | 10 ft (2 squares), Swim 40 ft |
Armor Class | 18 (-2 size, +1 Dexterity, +9 natural), touch 9, flat footed 17 |
Base Attack/Grapple | +9/+26 |
Attack | bite +16 (2d8+13) |
Full Attack | bite +16 (2d8+13) |
Space/Reach | 15 ft/10 ft |
Special Attacks | Powerful Charge |
Special Qualities | Hold Breath, Low-Light Vision |
Saves | Fort +15, Ref +9, Will +9 |
Abilities | Strength 29, Dexterity 13, Constitution 24, Intelligence 2, Wisdom 13, Charisma 6 |
Skills | Listen +10, Spot +11, Swim +17 |
Feats | Awesome Blow, Endurance (b), Improved Bull Rush, Improved Natural (bite), Improved Toughness, Power Attack |
Environment | Cold Aquatic/Coastal |
Organization | solitary, pair, or herd (1-2 dire walruses and 3-8 walruses) |
Challenge Rating | 8 |
Treasure | None (Tusks are worth at least 1,000 gp) |
Alignment | Always neutral |
Advancement | 13-18 HD (huge), 19-24 HD (gargantuan) |
Combat
A dire walrus typically uses it large mass to slam into a foe while charging before biting.
Hold Breath (EX): A dire walrus may hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning.
Powerful Charge (EX): When a dire walrus charges, it deals 4d8+27 points of bludgeoning damage. This is not with its bite, but using its whole body. Its bite deals normal damage on a charge.
Skills: A dire walrus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on Swim checks, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.