Draugr Deathjarl (5e Creature)
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Draugr Deathjarl
Medium undead, neutral evil Armor Class 16 (chain mail)
Saving Throws Str +15, Con +16, Wis +9 Aggressive. As a bonus action, the draugr can move up to its speed toward a hostile creature that it can see. Berserk. Whenever the draugr starts its turn with 100 hit points or fewer, roll a d6. On a 6, the draugr goes berserk. On each of its turns while berserk, the draugr attacks the nearest creature it can see. If no creature is near enough to move to and attack, the draugr attacks an object, with preference for an object smaller than itself. Once the draugr goes berserk, it continues to do so until it is destroyed or regains all its hit points. Curse of Cold. Whenever the draugr is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. False Appearance. While the draugr remains motionless, it is indistinguishable from a normal corpse. Frozen Fury. The draugr’s melee attacks are magical and deal an additional 18 (4d8) cold damage (included in the attack). Ice Walk. The draugr can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day). If the draugr fails a saving throw, it can choose to succeed instead. Magic Resistance. The draugr has advantage on saving throws against spells and other magical effects. Pack Tactics. The draugr has advantage on an attack roll against a creature if at least one of the draugr's allies is within 5 feet of the creature and the ally isn't incapacitated. 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. Reckless. At the start of its turn, the draugr can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Turn Immunity. The draugr is immune to effects that turn undead and any draugr within 60 feet of it have advantage against it. Undead Fortitude. If damage reduces the draugr to 0 hit points, it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugr drops to 1 hit point instead. ACTIONSMultiattack. The draugr makes four melee weapon attacks. 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. Greataxe. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage plus 18 (4d8) cold damage, or 33 (4d12 + 7) slashing damage while enlarged plus 18 (4d8) cold damage. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 18 (4d8) cold damage, or 35 (8d6 + 7) piercing damage while enlarged plus 18 (4d8) cold damage. Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (4d4 + 7) slashing damage plus 18 (4d8) cold damage, or 27 (8d4 + 6) slashing damage while enlarged plus 18 (4d8) cold damage. Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 18 (4d8) cold damage, or 35 (8d6 + 7) bludgeoning damage while enlarged plus 18 (4d8) cold damage. Cold Breath (Recharge 5-6). The draugr exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage plus 13 (3d8) thunder damage on a failed save, or half as much damage on a successful one. Horrifying Visage. Each non-undead creature of the draugr's choice within range must make a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the draugr is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Draugr's Horrifying Visage for the next 24 hours. It cannot use this and its Maddening Presence on the same turn and against a creature that is affected by the other. Maddening Presence. Each creature of the draugr's choice within 30 feet of the draugr and aware of it must succeed on a DC 19 Intelligence saving throw or become insane for 1 minute. An insane target has disadvantage on Intelligence, Wisdom, and Charisma saving throws. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the target is subjected to the effects of a greater restoration spell or similar magic. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the draugr's Maddening Presence for the next 24 hours. It cannot use this and its Horrifying Visage on the same turn and against a creature that is affected by the other.
LEGENDARY ACTIONSThe draugr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The draugr regains spent legendary actions at the start of its turn. |
It is said that ancient draugr warriors that have killed hundreds during their unlife are strengthened by the deaths they cause. Those draugr are transformed into mighty deathjarls. A deathjarl commands the respect and obedience of all lesser undead, especially other draugr, who will flock to the deathjarl's banner. When such armies of undead arise, the deathjarl will inevitably begin a campaign of wanton slaughter, killing all who cross its path. Undead Nature. A draugr deathjarl doesn't require air, food, drink, or sleep. A Deathjarl's LairDeathjarls tend to dwell in fortresses, strong and defendable. Specifically, they are most common in cold places, such as mountains or northern tundra. A fortress housing a deathjarl is marked with frost across the floor and creeping up the walls. Lair ActionsOn initiative count 20 (losing initiative ties), the draugr takes a lair action to cause one of the following effects; the draugr can't use the same effect two rounds in a row: Regional EffectsThe region containing a lindworm's lair is warped by the draugr's presence, which creates one or more of the following effects:
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