Walrus
Walrus
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Favored EnemyLevel 1
You have advantage on Wisdom (Survival) checks to track your favored enemies and on Intelligence checks to recall information about them. Choose two types of favored enemy from the standard 2014 ranger options. Walrus favors fiends and monstrosities, creatures he considers dangerous reflections of the wild and the lower planes.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment. You gain benefits when traveling and foraging there, and when tracking or navigating in that environment. Walrus's favored terrain is arctic.
- Fighting Style: ArcheryLevel 1
You adopt a particular style of fighting as your specialty. Walrus chooses Archery, gaining a +2 bonus to attack rolls he makes with ranged weapons.
- Ranger Spellcasting ProgressionLevel 1
As a ranger, you gain the Ranger class's spellcasting feature at 2nd level. Frostpath Warden is a non-spellcasting ranger subclass, so it does not grant additional spells or replace the base ranger's spellcasting.
- TraitTieflingDarkvision, 60 feet.
- TraitTieflingHellish Resistance, resistance to fire damage.
- TraitTieflingInfernal Legacy, knowledge of the thaumaturgy cantrip. Charisma is the spellcasting ability for this trait, though Walrus has no spellcasting class feature.
- TraitTieflingInfernal heritage, +2 Charisma and +1 Intelligence applied to the provided base ability scores.
- WandererOutlander
Walrus has an excellent memory for maps, terrain, and landmarks. He can always recall the general layout of terrain, settlements, and other features around him, and can find food and fresh water for himself and up to five other people each day, provided the land offers those resources.
Spells
1 spellSpellcasting. Walrus casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will):
Gear
11 itemsWeapons
- 2×ShortswordA pair of short blades suitable for close combat.
- LongbowA longbow suitable for ranged attacks.
Armor
- Scale mailScale armor providing an Armor Class of 14 plus Dexterity modifier, to a maximum of +2.
Gear
- 20×ArrowsA quiver containing 20 arrows.
- Dungeoneer's packA pack containing essential adventuring supplies.
- Animal trophyA carved walrus tusk taken from the first great beast he tracked alone.
- StaffA simple wooden staff used for walking, testing snow, and marking trails.
- Hunting trapA metal device for trapping game.
- Traveler's clothesSturdy clothing designed for travel in severe weather.
- PouchA small purse containing starting funds.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
Walrus is a broad-shouldered tiefling with weather-darkened red skin, swept-back black horns, pale blue eyes, and a long tail marked by old frostbite scars. His thick black hair is bound with strips of blue cloth, and he wears battered scale mail beneath a heavy white-and-gray fur cloak. His bow is wrapped in treated leather, with arrow fletching made from winter hawk feathers.
Mannerisms
Walrus often pauses to taste the wind before answering a question. He taps the base of his bow against the ground when thinking, speaks in short weather-related comparisons, and stares silently at anyone who wastes food.
Personality
Walrus is blunt, observant, and fiercely self-reliant. He rarely offers comfort in words, preferring to repair a strap, share the warmest part of a camp, or place himself between danger and an ally. He has a dry sense of humor and an instinctive respect for anyone who can endure hardship without making it someone else's burden.
Ideals
Freedom. No border, law, lord, or prophecy has the right to decide where a person may stand or whom they may protect.
Bonds
He carries his mother's hunting knife and intends to find the truth about his father's disappearance. He is fiercely protective of anyone who trusts him to lead them through dangerous country.
Flaws
He is stubborn to the point of recklessness and would rather freeze alone than admit he needs help. Walrus distrusts authority, ignores orders that seem foolish, and sometimes abandons a sensible plan simply because someone expected him to follow it.
Quirks
Background
Walrus was born beneath the red auroras of a remote northern settlement, where his infernal heritage made him an object of suspicion long before he could understand why. His mother, a trapper, taught him to read weather, animal tracks, and the subtle language of cracking ice. His father was a traveling peddler who vanished during a winter crossing, leaving Walrus with a battered bow, a coil of leather, and a lasting distrust of roads that seem too safe. Years in the frozen wilds made Walrus an outlander in truth as well as in name. He learned to guide hunting parties through blizzards, lead stranded travelers to shelter, and turn snowdrifts and frozen streams into defensive ground. During one particularly brutal season, he discovered that his arrows could leave behind a pale blue frost mark that slowed pursuers and helped frightened companions keep formation. He now travels as a Frostpath Warden, not because he loves civilization, but because he believes every traveler deserves the chance to reach the next fire. He is willing to help almost anyone, provided they do not try to command him.
“His mother, a trapper, taught him to read weather, animal tracks, and the subtle language of cracking ice.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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