Draugr (5e Creature)

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Draugr[edit]

Medium undead, neutral evil


Armor Class 8 (shield)
Hit Points 92 (8d8 + 56)
Speed 20 ft.


STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 24 (+7) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Str +7, Wis +0
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 4 (1,100 XP)


False Appearance. While the draugr remains motionless, it is indistinguishable from a normal corpse.

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.

Undead Fortitude. If damage reduces the draugr to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the draugr drops to 1 hit point instead.

ACTIONS

Multiattack. The draugr makes two 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.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, 10 (1d10 + 5) if used in two hands, 14 (2d8 + 5) slashing damage while enlarged, or 16 (2d10 + 5) slashing damage if used in two hands while enlarged.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) piercing damage, or 19 (4d6 + 5) piercing damage while enlarged.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage, or 15 (4d4 + 5) slashing damage while enlarged.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) bludgeoning damage, or 19 (4d6 + 5) bludgeoning damage while enlarged.

Maddening Presence. Each creature of the draugr's choice within 30 feet of the draugr and aware of it must succeed on a DC 14 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.


Wrath of the northmen by dinomaster337 db3r2kv by dinomaster337-db3r3az.jpg
A draugr by Dinomaster337

Shambling in tatters too in shambles to be called armor, a figure lurches into view. At first, it may appear to be a zombie, but the moan is distinct. This night, a draugr marks its prey.

Dead Warriors. Draugr are spawned by far more powerful magic than zombies, though they share many aspects physically draugr have far more utility.
Draugr are humanoid by principle, and unlike zombies, cannot be restored to life except by a true resurrection spell. Draugr makes far better guards of treasure, marauders, and tools of vengeance than zombies, as they're far better equipped. With their superior strength, resilience, and magic abilities, there is little to wonder why draugr are not to be underestimated.

Undead Nature. A draugr doesn't require air, food, drink, or sleep.

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