The Walrus
Medium Monstrous Humanoid
Hit Dice: 10d8+20 (65 hp)
Initiative: -1
Speed: 30 ft. (6 squares), Swim 30 ft.
Armor Class: 17 (-1 Dex, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple: +10/+13
Attack: Tusk +12 melee (1d6+3)
Full Attack: Tusk +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Goo Goo G'joob, Come and walk with us, Veteran
Special Qualities: Dark Vision 60', I am the Walrus
Saves: Fort +5, Ref +6, Will +10
Abilities: Str 16, Dex 8, Con 14, Int 16, Wis 16, Cha 18
Skills: Bluff +13, Concentration +9, Diplomacy +13, Gather Information +11, Intimidate +6, Knowledge (Local, Nature) +9, Listen +9, Sense Motive +12, Survival +9, Swim +17
Feats: Improved Diversion, Negotiator, Persuasive, Wanderer's Diplomacy
Environment: Warm Aquatic
Organization: Unique
Challenge Rating: 5
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By Character Class
Level Adjustment: +3
"O Oysters, come and walk with us!"
The Walrus is an enigmatic figure, with an apparent penchant for devouring the innocent and gullible. He has appeared virtually incapable of telling the truth and many believe he may be a serial killer. And by many we mostly mean oysters. He has a fondness for them.
Goo Goo G'joob (Su): Once every 1d4 rounds the Walrus may speak gibberish as a Standard Action. All Opponents within 30' must make a DC 19 Willpower Save (Save DC is Charisma based) or be Confused for 1d6 rounds as per the spell. This is a Sonic Mind-Affecting effect.
Come and walk with us (Su): The Walrus may cast the following as Supernatural Abilities 3/day: Advice (see Oriental Adventures), Enthrall, Mass Charm Monster .
I am the Walrus (Su): Knowledge checks made against you (unless it happens to be Knowledge: The Walrus) automatically fail to provide any useful information. Bardic Knowledge type checks are now at -8. People just seem to invent total gibberish about you.
Veteran (Ex): Years of experience mean the Walrus no longer takes the usual penalties to attack and damage rolls underwater.
Combat: The Walrus usually attempts to lure victims into terrain inhospitable to them, or somehow get them at some form of disadvantage.