Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Draugr

slam +5 (1d10+4 plus nausea)

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.

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.

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.

Attributes

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;

    Immunities

    Undead Traits;

    Resist

    Fire 10;
  • OFFENSE

  • Speed

    30 Ft., Swim 30 Ft.
  • Melee

    Greataxe +5 (1d12+4/×3 Plus Nausea) Or
  • STATISTICS

  • Str

    17,

    Dex

    10,

    Con

    0,

    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
  • Languages

    Common (Cannot Speak)
  • ECOLOGY

  • Environment

    Any Coastal
  • Organization

    Solitary Or Crew (2-8)
  • Treasure

    Standard (Greataxe, Leather Armor, Other Treasure)