Walrus, Emperor
Towering over common walruses, emperor walruses live in only the most secluded arctic areas. They might be throwbacks to an earlier age of giant animals or bred by druids to be superior arctic predators. They often live in the company of common walruses, but are far more aggressive, driving off or killing any potential threats to the herd. Emperor walruses have a similar diet to common walruses, but may also eat giant crabs, seals, large fish, and seabirds.
A full-grown male emperor walrus measures 20 feet in length and weighs around 16 tons, with tusks up to 6 feet long. It can live up to 80 years.
- HP
- 126 (12d8+72)
- AC
- 20, touch 5, flat-footed 20 (–1 Dex, +15 natural, –4 size)
- Speed
- 20 ft., swim 60 ft.
- Init
- –1
- Melee
- bite +16 (4d6+15/19–20) or slam +15 (2d6+15 plus trip)
- Space
- 20 ft.
- Reach
- 15 ft.
- BAB
- +9
- CMB
- +23
- CMD
- 32 (can't be tripped)
- Fort
- +14
- Ref
- +7
- Will
- +8
<p class="stat-block-1"> When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.</p><p class="stat-block-2">When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.</p>
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Perception +16, Swim +22
- Type
- Animal
- Alignment
- N
- Size
- Gargantuan
- Environment
- cold oceans
- Organization
- solitary, pair, or herd (1–3 and 5–20 walruses)
- Treasure
- none
- Senses
- low-light vision; Perception +16
- Source
- Bestiary 4
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Uses feat: Diehard (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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