WALRUS
This bulky, thick-skinned, flippered creature has on its face two enormous tusks and what looks like a coarse mustache.
WALRUS CR 4
XP 1,200
N Large animal
lnit +O ; Senses low-light vision; Perception + 6
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 42 (5d8+20)
Fort +8, Ref +6, Will +1
OFFENSE
Speed 20 ft., swim 40 ft.
Melee gore +8 (1d8 + 9/19-20)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 23, Dex 11 , Con 18, Int 2 , Wis 10, Cha 9
Base Atk +3; CMB +10; CMD 20 (24 vs. trip)
Feats Improved Bull Rush, Lightning Reflexes, Power Attack
Skills Perception +6, Swim +19
SQ fatal gore, hold breath
ECOLOGY
Environment cold coastlines
Organization solitary, pair, or herd (3-20)
Treasure none
SPECIAL ABILITIES
Fatal Gore (Ex) A walrus threatens a critical hit with gore attacks on a roll of 19 or 20.
Young walruses start out with gray hides, but their flesh becomes almost pinkish when they reach old age (20-30 years for most walruses). Their hide is up to 4 inches thick, with another 6 inches of blubber hidden underneath that, accounting for their incredible toughness-and for their usefulness to arctic cultures as a source of meat and fuel.
WALRUS COMPANlONS
Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; AC +3 natural armor; Attack gore (1d6); Ability Scores Str 14, Dex 13, Con 14, Int 2, Wis l3, Cha 9; Special Qualities hold breath, low-light vision.
7th- Level Advancement: Size Large; AC +4 natural armor; Attack gore (1d8); Ability Scores Str +8, Dex -2, Con +4; Special Qualities fatal gore.