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Walrus

Walrus CR: 2 (450 XP)

Large beast, unaligned
Armor Class: 16
Hit Points: 40 (5D8 + 3)
Speed: 20 ft , swim: 40 ft

STR

18 +4

DEX

9 -1

CON

19 +4

INT

3 -4

WIS

12 +1

CHA

8 -1

Skills: Athletics +6, Perception +3
Damage Resistances: Cold
Senses: darkvision 60ft., passive Perception 13
Challenge Rating: 2 (450 XP)

Keen Smell: Walruses have advantage on all wisdom checks related to their sense of smell.   Blubber. The walrus has advantage on saving throws against effects that deal cold damage. If the walrus succeeds on a saving throw that deal cold damage it takes no damage instead.   Endurance. When the walrus fails a Constitution saving throw that deals damage, it takes half damage. Upon a successful saving throw, the walrus takes no damage instead.   Hold Breath. The walrus seal can hold its breath for 30 minutes.   Reckless. The the start of its turn, the walrus can choose to grant itself advantage on attack rolls until the start of its turn. For the duration of this effect, attacks against it have advantage.   Aggressive. The walrus can use its bonus action to move up to half its movement speed towards a hostile creature that it can see within range

Actions

Tusks. Melee Weapon Attack: +6 to hit , 5ft., one target. Hit: 15 (2d10+4) piercing damage.   Body Flop. Melee Weapon Attack, +6 to hit , 5ft., one target. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller it must succeed a DC 14 Strength saving throw or be knocked prone. Small and smaller creatures have disadvantage on this saving throw and take an additional 11(2d10) damage.


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