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 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.
- HP
- 19 (3d8+6)
- AC
- 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
- Speed
- 30 ft., swim 30 ft.
- Init
- +0
- Melee
- greataxe +5 (1d12+4/×3 plus nausea) or
- BAB
- +2
- CMB
- +5
- CMD
- 15
- Fort
- +2
- Ref
- +1
- Will
- +3
- DR
- 5/bludgeoning or slashing
Weapons: Simple
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
Climb +9, Perception +6, Stealth +6, Swim +11
- Type
- Undead
- Alignment
- CE
- Size
- Medium
- Environment
- any coastal
- Organization
- solitary or crew (2-8)
- Treasure
- standard (greataxe, leather armor, other treasure)
- Senses
- darkvision 60 ft., Perception +6
- Languages
- Common (cannot speak)
- Source
- Bestiary 2
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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