Medium undead, neutral evil

Armor Class 14
Hit Points 45 (6d8 + 18)
Speed 30 ft.

Str Dex Con Int Wis Cha
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 14 (+2)

Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2


  • Multiattack. The draugr makes two icy longsword attacks. It can use its Warmth Drain in place of one longsword attack.
  • Warmth Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) cold damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. 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, unless the humanoid is restored to life or its body is destroyed.
  • Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.


Draugrs are the frozen dead, returned to walk the wastes in search of the warmth of living beings. These undead died in anger, raging at the injustice of their early death at the hands of the elements. In undeath, they seek out the living to kill in an endless act of spiteful revenge.

The evil magics that swirl in the dark places of the far north concentrate in them, providing them several strange magical abilities as well.

Draugr resemble frozen, desiccated corpses, animated and walking through the snow and ice. All of the liquid water and blood is gone from them, as is any hint of warmth. Often, they wield longswords made of solid ice. When they die, they and their equipment shatter into a thousand tiny ice crystals.

Section 15: Copyright Notice

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