No. Enc.: 2d4 (2d8)
Alignment: Neutral
Movement: 180' (90')
—Swim: 240' (80')
Armor Class: 4
Hit Dice: 13
Attacks: 4 or 2 (2 gores and 2 fists, or weapon x2)
Damage: 2d6+1d6 / 2d6+1d6 / 1d10 +1d6 / 1d10 +1d6, or by weapon +1d6+4 / weapon +1d6+4
Save: L13
Morale: 10
Hoard Class: XXII
XP: 7,800
The bizarre walrusoids are living contradictions.
Their blubbery, hulking, clumsy frames belie amazing speed and finesse (which they cunningly reserve for combat, to the shock of their foes). And though slow of wit, walrusoids are technological and tactical savants. They craft masterful weapons that grant +4 damage, and use them to deadly effect in combat. Walrusoids are relatively peaceful when left to their own devices, but often put their skills to use as mercenaries, weaponsmiths, and arms dealers. None dare take advantage of their simple natures.
Walrusoids are immune to all cold- and electricity-based effects.
Their blubbery, hulking, clumsy frames belie amazing speed and finesse (which they cunningly reserve for combat, to the shock of their foes). And though slow of wit, walrusoids are technological and tactical savants. They craft masterful weapons that grant +4 damage, and use them to deadly effect in combat. Walrusoids are relatively peaceful when left to their own devices, but often put their skills to use as mercenaries, weaponsmiths, and arms dealers. None dare take advantage of their simple natures.
Walrusoids are immune to all cold- and electricity-based effects.