Draugr: Difference between revisions

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| colspan="3" |
| colspan="3" |
| colspan="3" |'''Resist''' Cold 4
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| colspan="3" |'''[[Armor]] Rating''' 15  
| colspan="3" |'''[[Armor]] Rating''' 15  
| colspan="3" |'''Vulnerable''' Radiant 1
| colspan="3" |'''Resist''' Cold 4 '''Immune''' Necrotic; Nonmagical Weapon [[Damage]]
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| colspan="3" |'''Hit Points''' 90
| colspan="3" |'''Hit Points''' 90
| colspan="3" |'''Immune''' Necrotic; Nonmagical Weapon [[Damage]]
| colspan="3" |'''Vulnerable''' Radiant 1 '''DR''' 3/Radiant
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| colspan="3" |'''Speed''' 30 ft
| colspan="3" |'''Speed''' 30 ft
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! colspan="6" |Features
! colspan="6" |Features
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| colspan="6" |'''Stink of the Grave.''' Any living creature that starts its turn within 30ft of the Draugr must make a DC 16 END check. On a failure they gain the Sickened condition until the start of their next turn.
| colspan="6" |'''Stink of the Grave.''' Any living creature that starts its turn within 30 ft of the Draugr must make a DC 16 END check. On a failure they gain the Sickened condition until the start of their next turn.
'''Warrior Spirit.''' A Draugr’s weapon is considered magical. If disarmed, the Draugr can summon its weapon to its hand at the start of its turn as a free action. The weapon vanishes when the Draugr dies.
'''Warrior Spirit.''' A Draugr’s weapon is considered magical. If disarmed, the Draugr can summon its weapon to its hand at the start of its turn as a free action. The weapon vanishes when the Draugr dies.


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| colspan="6" |'''Move.''' The Draugr can move up to its speed.
| colspan="6" |'''Move.''' The Draugr can move up to its speed.
'''Ghostly Blade.''' The Draugr uses its Ghostly Blade.
'''Ghostly Blade.''' ''Reach 5 ft One-Handed Weapon.'' +5 vs AR. '''Hit:''' 10 (1d10+5) sharp.


'''Haunt.''' The Draugr uses Haunt.
'''Haunt.''' The Draugr becomes Ethereal until the end of its turn. If the Draugr loses its Ethereal effect while inside a solid object it immediately appears in the closest unoccupied space.


'''Duel.''' The Draugr can Exploit.
'''Duel.''' The Draugr can Exploit.
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==== '''''...AND''' take '''ONE''' of the following actions.''====
==== '''''...AND''' take '''ONE''' of the following actions.''====
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| colspan="6" |'''Horrifying Visage.''' ''Ranged (60 ft) Natural Weapon.'' +5 vs WILL. '''Hit:''' 8 (1d6+5) psychic and the creature is Frightened for 1 minute. If it was already Frightened, it is Broken until the end of its next turn.
| colspan="6" |'''Horrifying Visage.''' ''Ranged 60 ft Natural Weapon.'' +5 vs WILL. '''Hit:''' 8 (1d6+5) psychic and the creature is Frightened for 1 minute. If it was already Frightened, it is Broken until the end of its next turn.
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! colspan="6" |Reactions
! colspan="6" |Reactions
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| colspan="6" |'''Exploit (1/Round).''' If the Draugr used Duel on its turn, it can Exploit.
| colspan="6" |'''Exploit (1/Round).''' If the Draugr used Duel on its turn, it can [[Actions#Advanced Maneuvers|Exploit]].
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Latest revision as of 11:07, 8 April 2024

[Back to creatures]


The Draugr is a chilling specter that haunts northern forests, forlorn cliffs, and arctic wastes. Once a formidable warrior in life, the Draugr retains its physical prowess even in death, wielding weapons with deadly precision.

In addition to commanding fearsome skill with the blade and bow, a Draugr also possesses a nauseating, stinking aura and a terrifying visage that can weaken even the strongest resolve.

Draugr

Monster Level: 15
Medium. Undead Humanoid
STR DEX END AWR INT CHA
5 0 4 2 2 5
Ref: 10 Fort: 14 Ant: 12 Log: 12 Will: 15
Armor Rating 15 Resist Cold 4 Immune Necrotic; Nonmagical Weapon Damage
Hit Points 90 Vulnerable Radiant 1 DR 3/Radiant
Speed 30 ft Senses Darkvision 60 ft
Traits Immutable, Iron Will, Unerring Mind
Features
Stink of the Grave. Any living creature that starts its turn within 30 ft of the Draugr must make a DC 16 END check. On a failure they gain the Sickened condition until the start of their next turn.

Warrior Spirit. A Draugr’s weapon is considered magical. If disarmed, the Draugr can summon its weapon to its hand at the start of its turn as a free action. The weapon vanishes when the Draugr dies.

Creature of the Night. The Draugr takes 16 (3d10) Radiant damage whenever it starts its turn in direct sunlight.

Actions

The Draugr can take FOUR of the following actions, or take the same action four times.

Move. The Draugr can move up to its speed.

Ghostly Blade. Reach 5 ft One-Handed Weapon. +5 vs AR. Hit: 10 (1d10+5) sharp.

Haunt. The Draugr becomes Ethereal until the end of its turn. If the Draugr loses its Ethereal effect while inside a solid object it immediately appears in the closest unoccupied space.

Duel. The Draugr can Exploit.

OR the Draugr can take TWO of the following actions, or take the same action twice...

Move. The Draugr can move up to its speed.

Ghostly Blade. Reach 5 ft One-Handed Weapon. +5 vs AR. Hit: 10 (1d10+5) sharp.

Haunt. The Draugr becomes Ethereal until the end of its turn. If the Draugr loses its Ethereal effect while inside a solid object it immediately appears in the closest unoccupied space.

Duel. The Draugr can Exploit.

...AND take ONE of the following actions.

Horrifying Visage. Ranged 60 ft Natural Weapon. +5 vs WILL. Hit: 8 (1d6+5) psychic and the creature is Frightened for 1 minute. If it was already Frightened, it is Broken until the end of its next turn.
Reactions
Exploit (1/Round). If the Draugr used Duel on its turn, it can Exploit.