Draugr, Land

Family: Draugr

Medium undead (shapechanger), chaotic evil

Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 15 (+2)

Skills Perception +5, Stealth +7
Damage Resistances necrotic
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons; poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 10 (5,900 XP)

Special Traits

  • Draugr Weaknesses. If a piercing weapon made of iron is driven into the draugr’s heart while the draugr is incapacitated in its resting place, the draugr is paralyzed until the stake is removed.
  • Earth Glide. The draugr can burrow through nonmagical, unworked earth and stone. While doing so, the draugr doesn’t disturb the material it moves through.
  • Foment Madness. Any creature that isn’t undead that starts its turn within 30 feet of the draugr must succeed on a DC 13 Wisdom saving throw, or it hears maddening whispers in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the draugr). While under the effect of that confusion, the creature is immune to Foment Madness.
  • Innate Spellcasting. The draugr’ spellcasting ability is Charisma (spell save DC 14). The draugr can innately cast the following spells, requiring no material components:
  • Misty Escape. When it drops to 0 hit points outside its resting place, the draugr transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its draugr form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its draugr form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  • Rampage. When the draugr reduces a creature to 0 hit points with a melee attack on its turn, the draugr can take a bonus action to move up to half its speed and make a bite attack.
  • Regeneration. The draugr regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If 96 | the draugr takes radiant damage or damage from holy water, this trait doesn’t function at the start of the draugr’s next turn.
  • Shapechanger. The draugr can use its action to polymorph into a Small seal (10 ft., swim 60 ft.), Large bull (30 ft.), Large horse (60 ft.), or Tiny cat (40 ft., climb 30 ft.) or a Medium cloud of mist, or back into its true form. While in its animal forms, the draugr can’t speak. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the draugr can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
  • Sunlight Sensitivity. While in sunlight, the draugr has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Stench. Any creature that starts its turn within 5 feet of the draugr must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the draugr’s Stench for 24 hours.

Actions

  • Multiattack (draugr Form Only). The draugr makes two attacks, only one of which can be a bite attack.
  • Slam (Bull or Horse Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage or 16 (2d10 + 5) bludgeoning damage when enlarged.
  • Unarmed Strike (Draugr Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage or 14 (2d8 + 5) bludgeoning damage when enlarged. Instead of dealing damage, the draugr can grapple the target (escape DC 18).
  • Bite (Cat, Seal, or Draugr Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the draugr, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage or 12 (2d6 + 5) piercing damage when enlarged plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the draugr regains hit points equal to that amount. The 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 in this way and then buried in the ground rises the following night as a draugr spawn under the draugr’s control.
  • Enlarge (Recharges after a Short or Long Rest). For 1 minute, the draugr magically increases in size, along with anything it is wearing or carrying. While enlarged, the draugr is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the draugr lacks the room to become Large, it attains the maximum size possible in the space available.
  • Swallow (Enlarged Cat, Seal, or Draugr form only). The draugr makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the draugr, and it takes 10 (3d6) necrotic damage at the start of each of the draugr’s turns. The draugr can have only one target swallowed at a time. If the draugr dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

About

This blue-black, bloated corpse stalks forward with malign intent. 

The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living.

Perhaps most distressing of the draugr’s traits are its perpetual hunger. It craves flesh of all types, but its undead state can never be satiated. It will fall upon anything living and rip it apart, gulping the flesh down in chunks.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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