Draugr Captain

Family: Draugr

Medium undead, chaotic evil

Armor Class 13 (leather armor)
Hit Points 90 (12d8+36)
Speed 30 ft., swim 30 ft.

17 (+3) 12 (+1) 17 (+3) 10 (+0) 12 (+1) 15 (+2)

Skills Athletics +4, Perception +2, Stealth +2
Damage Immunities poison
Damage Resistances fire
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.; passive Perception 10
Languages understands the languages it knew in life but can’t speak
Challenge 2 (450 XP)


  • Multiattack. The draugr captain makes two greataxe attacks.
  • Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage, and once per round on the draugr captain’s turn, the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 5. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a draugr under the draugr captain’s control, unless the humanoid is restored to life or its body is destroyed. The draugr captain can have no more than twelve draugr under its control at one time.
  • Mist (3/Day). The daugr captain creates a 20-foot-radius sphere of fog centered on its space. The sphere spreads around corners, and its area is lightly obscured. Anything more than 5 feet away through the fog is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


Draugr smell of decay and the sea, and drip water wherever they go. These barnacle-encrusted walking corpses look like zombies, but with a fell light in their eyes and dripping with rank water that gives off a nauseating stench. 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.

Grim Crew. 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.

Lifeless. As animated corpses, draugr do not eat, sleep, or breathe.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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