Draugr Deathjarl (5e Creature)

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Draugr Deathjarl[edit]

Medium undead, neutral evil


Armor Class 16 (chain mail)
Hit Points 225 (18d8 + 144)
Speed 20 ft.


STR DEX CON INT WIS CHA
25 (+7) 6 (-2) 27 (+8) 10 (+0) 13 (+1) 12 (+1)

Saving Throws Str +15, Con +16, Wis +9
Skills Athletics +15, History +8, Intimidation +9, Perception +9
Proficiency Bonus +8
Damage Resistances lightning, necrotic
Damage Immunities cold, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 19
Languages Common, Giant, and the languages it knew in life, understands Primordial but can’t speak it
Challenge 25 (75,000 XP)


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.

Cold Absorption. Whenever the draugr is subjected to cold damage, it takes no damage and instead gains a number of hit points equal to the cold damage dealt.

False Appearance. While the draugr remains motionless, it is indistinguishable from an ordinary object.

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.

Marshal Undead. Unless the draugr is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

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.

Reckless. At the start of its turn, the draugr can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

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 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.

BONUS ACTIONS

Aggressive. The draugr moves up to its speed toward a hostile creature that it can see.

Rampage. When the draugr reduces a creature to 0 hit points with a melee attack on its turn, the draugr moves up to half its speed and makes a bite attack.

LEGENDARY ACTIONS

The 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.

Move. The draugr moves up to half its speed.
Bite Attack. The draugr makes one bite attack.
Command Draugr (Costs 2 Actions). One draugr within 60 feet of the draugr that it can see can make a bite or battleaxe attack, move up to half its speed, or use the Help action.
Cold Breath (Cost 3 Actions). The draugr recharges and uses its Cold Breath.

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 Lair

Deathjarls 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 Actions

On 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:

  • The deathjarl chooses a point within 120 feet of it. Within a 10-foot radius of that point, 2d10 dragur rise out of the ground. Any creatures that aren't draugr within the radius must succeed a DC 19 Dexterity saving throw or be grappled by the draugr. If there are more creatures than draugr, the creatures do not have to make saving throws if all the draugr have a target grappled.
  • The deathjarl summons a 20-foot-radius, 40-foot-high cylinder blizzard. The area is heavily obscured, and exposed flames in the area are doused. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage and falls prone on a failed save. On a successful save, it takes half as much damage and does not fall prone. The deathjarl and any creatures friendly to it are immune to the effects of the blizzard.

Regional Effects

The region containing a draugr deathjarl's lair is warped by the draugr's presence, which creates one or more of the following effects:

  • Anywhere within 6 miles of the lair experiences a drop in temperature, to the point where blizzards become common even in warm seasons and water in most places is frozen.
  • Within 1 mile of the lair, dead bodies litter the ground, even if there should be no reason for them to be there and their skulls become the draugr's eyes and ears.

If the draugr dies, these effects end immediately.

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