Draugr

Draugr CR: 9

Medium undead, lawful evil
Armor Class: 17 (chain shirt, shield)
Hit Points: 110 12d10+10
Speed: 30 ft

STR

19 +4

DEX

10 +0

CON

18 +4

INT

10 +0

WIS

9 -1

CHA

7 -2

Damage Resistances: Acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical attacks.
Damage Immunities: Necrotic, poison
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralysed, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft, passive Perception 13
Languages: Common (Old Nordic)
Challenge Rating: 9

Undead Nature. The draugr does not need air, food, drink, or sleep.   Sunlight Sensitivity. When the draugr starts it's turn in sunlight it takes 10 radiant damage, and has disadvantage on Wisdom (Perception) rolls.   Stench of Death. A draugr has a powerful reek of decay around it, forcing other creatures to make a DC 15 Constitution saving throw within 30 feet of it. On a failed save, the creature has the effects of being poisoned, and has to roll at the start of every turn to overcome it. When passed this effect wears off. If successful, the creature isn't affected for 24 hours by this smell.   Strong Arm (1/Day). A draugr can boost a single attack a day, doubling the damage roll results, or doubling a Strength roll up to AC or DC 30 maximum.

Actions

Multiattack. The draugr makes two attacks with either it's Greataxe, or Longsword.   Greataxe. Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit 11 1d12+5 slashing damage.   Longsword, Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit 8 1d8+5 slashing damage, or Hit 10 1d10+5 slashing damage two-handed.

Reactions

Shield Punch. A draugr can strike an opponent at the end of it's opponent's turn with it's shield, hit with the boss of the shield, for Hit 6 1d6+3 bludgeoning damage.

Draugr are the barrow-dwellers of Nordic barrows, and protect their resting places, especially against any creature that would violate their final resting place. Draug, haugbúi, and aptrganga (again-walker) are all alternatives for this creature. They are a type of revenant.   Top some they are ghosts with physical bodies, and to others a vampiric undead being. This is not always the case, and protection of their burial site is more important. They are exceptionally strong, hideous to look at, having a reek of decay, and either necrotic black, hel-blair (death blue) or nar-foir (corpse pale) coloured skin. They can have shape shifting abilities (though it doesn't always have perfect outcomes), the ability to enter the dreams of the living, and cursing the living. Also, they can bring disease to a village, and kill people with bad luck. Though, with these it could be specific traits to specific Draugr. Most have immunity to normal weaponry, and only come out at night, with sunlight damaging them.

Suggested Environments

Anywhere there is Nordic burial mounds.


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