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Draugr Crew

Huge swarm of Medium undead, chaotic evil

Armor Class 17 (half plate armor)
Hit Points 247 (26d12+78)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+6) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 17 (+3)

Saving Throws Dex +8, Str +10
Damage Immunities poison
Damage Resistances fire
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Skills Athletics +14, Stealth +8
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 12 (8,400 XP)

Special Traits

  • Innate Spellcasting. A draugr crew’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
  • Part of the Ship, Part of the Crew. Any humanoid killed by the draugr crew rises as a draugr 1d4 rounds later, healing the draugr crew by a number of hit points equal to twice the humanoid’s Hit Dice.
  • Swarm. The draugr crew can occupy another creature’s space and vice versa, and the crew can move through any opening large enough for a Medium draugr. The draugr crew can’t regain hit points except through its Part of the Ship, Part of the Crew trait.

Actions

  • Volley of Blows. Melee Weapon Attack: +8 to hit, 0 ft. reach, four creatures in the draugr crew’s space. Hit: 19 (2d12 + 6) slashing damage, or 12 (1d12+6) damage if the draugr crew has less than half of its hit points. Any creatures damaged by the draugr crew must succeed a DC 17 Constitution saving throw. On a failure, the creature is incapacitated until the beginning off the draugr crew’s next turn. Creatures that are immune to being poisoned are not incapacitated.
  • Press Gang (1/Day). The draugr crew can cast dominate person on one creature that is already charmed by the crew, requiring a DC 15 Wisdom saving throw made with disadvantage to negate the effect.

About

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.