Medium undead, chaotic evil

Armor Class 12 (leather armor)
Hit Points 19 (3d8+6)
Speed 30 ft., swim 30 ft.

15 (+2) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 13 (+1)

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 1/4 (50 XP)


  • 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’s turn the target must make a DC 11 Constitution saving throw. On a failure, the target is incapacitated until the beginning off the draugr’s next turn. Creatures that are immune to being poisoned are not incapacitated.


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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