Draugr, “The Dreaded Wraith of the Depths”
“Unleash the terror of the sea with Draugrs: the undead warriors that haunt shipwrecks and crave the flesh of the living!”
Draugrs are grotesque undead beings, often appearing as decayed humanoid figures with waterlogged skin that ranges from pale gray to a sickly green hue. Their bodies are typically bloated and misshapen, adorned with barnacles and seaweed that cling to their flesh, giving them a distinctly marine aspect. Their eyes, if still intact, gleam with a malevolent light—often described as burning red or glowing with an otherworldly energy. Draugrs are often clad in tattered remnants of clothing or armor, remnants of their former lives as fierce warriors, with rusted weapons and bits of decaying gear still clinging to them.
Behavior
Draugrs are territorial and aggressive, driven by a primal instinct to defend their domain. They display cunning intelligence, often lying in wait for intruders to approach before launching surprise attacks. Their attacks are marked by a nauseating aura that can incapacitate their victims, leaving them vulnerable. Despite their undead nature, draugrs exhibit a level of coordination when in groups, often working together to overwhelm their prey. They are relentless in their pursuit, showing no fear or hesitation, and they often revel in the fear they instill in the living.
Habitat
Typically found in coastal areas, draugrs haunt shipwrecks, submerged ruins, and rocky shorelines. They may also inhabit ancient burial mounds or barrows near the sea, where they guard the treasures of their past lives. Draugrs thrive in damp, dark environments, such as underwater caverns or fog-shrouded beaches, where they can remain hidden from prying eyes. Their presence is often signaled by a putrid smell of decay mixed with brine, a warning to those who venture too close.
Modus Operandi
When attacking, draugrs employ a combination of brute strength and supernatural abilities. They often ambush their prey, using the element of surprise to gain the upper hand. In combat, they wield heavy weapons like greataxes or their own powerful limbs, delivering devastating blows that can leave their victims nauseated. If overwhelmed, draugrs are known to retreat to the depths of the sea, regrouping to strike again when least expected. They may also utilize their environment, leveraging the terrain to trap or confuse intruders.
Motivation
Draugrs are primarily motivated by a fierce desire to protect their resting places and treasures from the living. This drive is often rooted in the greed and anger they harbored during their lives, manifesting as an insatiable need for revenge against those who disturb their eternal slumber. Additionally, they may be driven by a haunting sense of unfinished business, lingering ties to their former lives, or the malevolent influence of dark magic that binds them to the material world. In essence, they embody the wrath of the drowned, seeking to drag the living into the depths alongside them.
Draugr 5e
Draugr Captain 5e
Draugr Pathfinder
Draugr
Medium Undead, Chaotic Evil
Armor Class: 14 (natural armor)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 14 (+2) | 4 (-3) | 10 (+0) | 12 (+1) |
Saving Throws: Str +6, Con +5, Wis +3
Skills: Perception +4, Stealth +4, Athletics +6
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., passive Perception 14
Languages: Understands Common but cannot speak
Challenge: 4 (1,100 XP)
Proficiency Bonus: +2
TRAITS
Undead Fortitude.
If damage reduces the draugr to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugr drops to 1 hit point instead.
Swamp Stench.
Any creature that starts its turn within 10 feet of the draugr must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
Rejuvenation.
If the draugr is destroyed, it can return to life after 24 hours in its lair, provided its remains still exist. The draugr re-emerges from the sea, with its memories intact and seeking vengeance.
ACTIONS
Multiattack.
The draugr makes two attacks: one with its Greataxe and one with its Slam attack.
Greataxe.
Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (2d12 + 3) slashing damage plus 7 (2d6) necrotic damage.
Slam.
Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.
Nauseating Touch (Recharge 5-6).
The draugr extends a clawed hand to touch a creature within 10 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 14 (4d6) poison damage and be nauseated for 1 minute. A nauseated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
REACTIONS
Dreadful Presence (Recharge 5-6).
When a creature the draugr can see within 30 feet of it makes an attack roll or ability check, the draugr can use its reaction to impose disadvantage on that roll.
TACTICS
- Ambush Predator:
Draugrs often lie in wait for their prey, utilizing Stealth to remain hidden until they strike. They thrive in coastal areas or near wrecked ships, using the environment to their advantage. - Zone Control:
With Swamp Stench and Nauseating Touch, draugrs excel at controlling the battlefield. They can poison multiple enemies and create a sense of dread, forcing opponents to reconsider their approach. - Hit and Run:
Draugrs may attack from a distance using their Slam attack, then retreat into the shadows to avoid retaliation. If the party appears weakened, they may become more aggressive, attempting to finish off isolated characters. - Team Player:
In groups, draugrs will coordinate their attacks, using one to distract while others flank their enemies. They often target spellcasters or ranged characters first, utilizing their mobility to close the distance quickly.
ENVIRONMENTAL PREFERENCES
- Draugrs typically inhabit coastal regions, shipwrecks, or swampy areas where they can blend into the murky waters. They thrive in dark, damp environments and may even rise from the depths of the ocean to haunt the shores.
Draugr
This barnacle-encrusted walking corpse looks like a zombie, but is dripping with water and gives off a nauseating stench.
Draugr CR 2
XP 600
CE Medium undead (water)
Init +0; Senses darkvision 60 ft., Perception +6
DEFENSE
AC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
hp 19 (3d8+6)
Fort +2, Ref +1, Will +3
DR 5/bludgeoning or slashing; Immune undead traits; Resist fire 10
OFFENSE
Speed 30 ft., swim 30 ft.
Melee greataxe +5 (1d12+4/×3 plus nausea) or slam +5 (1d10+4 plus nausea)
STATISTICS
Str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13
Base Atk +2; CMB +5; CMD 15
Feats Power Attack, Toughness
Skills Climb +9, Perception +6, Stealth +6, Swim +11; Racial Modifiers +8 Swim
Languages Common (cannot speak)
SPECIAL ABILITIES
Nausea (Su)
A creature that is damaged by a draugr must make a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
ECOLOGY
Environment any coastal
Organization solitary or crew (2–8)
Treasure standard (greataxe, leather armor, other treasure)
Draugr smell of decay and the sea, and drip water wherever they go. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit.
In the case of draugr who manifest when an entire ship sinks, these undead usually stay with the wreck of their ship. Some draugr may be found under the control of aquatic necromancers, while others may wander the seas as undead pirates aboard ghost ships.
Variants
Draugr Captain (CR 3) Draugr captains have malevolent, burning red eyes. They may be more richly dressed than other draugr, though their clothes are always in a similar tattered condition.
A draugr captain is a draugr with the advanced simple template. In addition to this, most draugr captains have additional class levels, usually as barbarians, fighters, or rogues. Draugr captains can also use obscuring mist as a spell-like ability (CL 5th, concentration +8) three times per day, and instead of causing nausea with a successful hit, they bestow 1 negative level on a hit. A draugr captain can even bestow a negative level via a weapon it wields, but if it gains multiple attacks with a weapon, it can only bestow 1 negative level per round in this manner.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Draugr Captain
Medium Undead, Chaotic Evil
Armor Class: 15 (chain mail)
Hit Points: 84 (12d8 + 36)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 12 (+1) | 16 (+3) |
Saving Throws: Str +8, Con +7, Wis +5, Cha +7
Skills: Intimidation +7, Perception +5, Stealth +4, Athletics +8
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., passive Perception 15
Languages: Understands Common and Infernal but cannot speak
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
TRAITS
Undead Fortitude.
If damage reduces the draugr captain to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugr captain drops to 1 hit point instead.
Aura of Dread.
Any creature that starts its turn within 10 feet of the draugr captain must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
Combat Leader.
The draugr captain can use a bonus action to grant one ally within 30 feet an additional attack on their next turn.
ACTIONS
Multiattack.
The draugr captain makes three attacks: one with its Greataxe and two with its Slam attack.
Greataxe.
Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 15 (2d12 + 4) slashing damage plus 10 (3d6) necrotic damage.
Slam.
Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (1d10 + 4) bludgeoning damage plus 10 (3d6) necrotic damage.
Nauseating Aura (Recharge 5-6).
Each creature within 15 feet of the draugr captain must succeed on a DC 15 Constitution saving throw or take 21 (6d6) poison damage and be nauseated until the end of its next turn. A creature that succeeds takes half damage and is not nauseated.
Summon Undead Minions (1/Day).
The draugr captain can summon 1d4 + 1 Draugr (use the stats of the basic Draugr) as a bonus action. They appear in unoccupied spaces within 30 feet of the draugr captain and act on the captain’s initiative.
REACTIONS
Dreadful Presence (Recharge 5-6).
When a creature the draugr captain can see within 30 feet of it makes an attack roll or ability check, the draugr captain can use its reaction to impose disadvantage on that roll.
TACTICS
- Commanding Presence:
The draugr captain excels at leading its fellow draugr into battle, using its Combat Leader ability to grant an ally an additional attack. It prioritizes coordinating attacks against isolated targets, especially spellcasters or ranged attackers. - Area Control:
The Aura of Dread and Nauseating Aura abilities create zones of fear and nausea that disrupt enemy formations and tactics. The captain positions itself in the thick of battle to maximize these effects. - Minion Support:
By summoning draugr minions, the captain can increase its threat level, overwhelming the party with numbers while allowing it to focus on dealing damage with its powerful attacks. - Fear Tactics:
The captain uses its abilities to instill fear in opponents, preferring to attack weakened or frightened foes to ensure a swift victory. It uses the environment to its advantage, finding positions that enhance its undead presence.
ENVIRONMENTAL PREFERENCES
- Draugr captains typically dwell in abandoned coastal fortresses, shipwrecks, or haunted ruins, commanding the undead and spirits that linger in these cursed locations. They often guard treasures or ancient relics tied to their tragic pasts.