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Dire Walrus

Originally Posted by R.M.G.C.L.F. of the Wizards Community forums.

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Dire walruses live in the cold arctic regions.

Dire Walrus
Huge animal
Hit Dice12d8+96 (150 HP)
Initiative+1
Speed10 ft (2 squares), Swim 40 ft
Armor Class18 (-2 size, +1 Dexterity, +9 natural), touch 9, flat footed 17
Base Attack/Grapple+9/+26
Attackbite +16 (2d8+13)
Full Attackbite +16 (2d8+13)
Space/Reach15 ft/10 ft
Special AttacksPowerful Charge
Special QualitiesHold Breath, Low-Light Vision
SavesFort +15, Ref +9, Will +9
AbilitiesStrength 29, Dexterity 13, Constitution 24, Intelligence 2, Wisdom 13, Charisma 6
SkillsListen +10, Spot +11, Swim +17
FeatsAwesome BlowEndurance (b), Improved Bull Rush, Improved Natural (bite), Improved ToughnessPower Attack
EnvironmentCold Aquatic/Coastal
Organizationsolitary, pair, or herd (1-2 dire walruses and 3-8 walruses)
Challenge Rating8
TreasureNone (Tusks are worth at least 1,000 gp)
AlignmentAlways neutral
Advancement13-18 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.

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