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Draugr (Template

 

 

 

 

 

 

 

 

 

Draugr is a template that can be added to any Alfar fae (dekkalfar, ljosalfar, giant or trol). The creature (referred to hereafter as the "base creature") must have a Charisma score of at least 8. The creature’s type changes to "undead and its size increases by one step. Any items buried with the draugr increase in size as well. This size increase modifies the creatures stats (AC, Attacks, etc.) normally.

Hit Dice: Increase to d12.

Speed: Draugr keep their former speed and gain burrow 20 ft.

AC: Draugr gain a +2 Natural AC bonus, plus modifiers due to size

Attacks: Same as the the base creature, plus modifiers due to size

Damage: Same as the the base creature, plus modifiers due to size

Special Qualities: A draugr has all the special qualities of the base creature and those listed below, and gains the undead type.

Darkvision 120'

Shapeshift (Su): a draugr can shapeshift 1 per day into two terrible forms: a giant flayed bull or a a gray horse with no ears or tail and a broken back. Treat the bull form as a huge bison and the horse form as a huge heavy warhorse. The draugr maintains all of its special abilities, and hit points, including it burrowing movement.

Burrow (Ex): A draugr can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing draugr flings the draugr back 30 feet. This allows the draugr to enter and leave its barrow without disturbing the earth.

Fast Healing (Ex): A draugr heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, it is destroyed.

Locate Grave Goods (Su): a draugr knows the direction of any object taken from its store of grave goods. This does not include mundane items like rocks, but items identified by the draugr as its treasure: gold, magic, keepsakes, heirlooms, etc. If an item is taken and then destroyed or used up (in the case of some magic items), it instantly knows and can find the spot where this event took place.

Grave Goods Vulnerability (Ex): A dragur's fast healing ability does not work on damage caused by weapons from its barrow. This damage heals normally, or by means that heal other undead.

Turn Resistance (Ex): A draugr has +4 turn resistance in its barrow.

Undead: Undead are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects. Undead are not subject to critical hits, subdual damage, death from massive damage, ability damage, ability drain, or energy drain. They have no Constitution scores and are therefore immune to any effect requiring a Fortitude save (unless it affects objects). An undead spellcaster uses its Charisma modifier when making Concentration checks. Negative energy (such as an inflict wounds spell) can heal undead creatures.

Saves: Same as the base creature

Abilities: Same as the base creature with modifications due to his or her new size, except that the draugr has no Constitution score, being undead.

Skills: draugr receive a +4 racial bonus to Hide, Listen, Move Silently, Search, and Spot checks. Otherwise same as the base creature.

Feats: Same as the base creature

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: Same as the base creature +2

Treasure: Normal (x2 Goods)

Alignment: Any

Advancement: Same as the base creature

Draugr are form of undead found in Alfar regions of Faerie. When an Alfar is buried in a mound with the proper burial rituals venerating Hel, its spirit animates the deceased corpse as a protector and sometimes an avenger.

Draugr grow to immense size in death, as do the items they wore when buried. Their skin often turns dark blue to black and their hair and nails grow unnaturally long. Strangely, draugr do not show outward signs of decomposition, and while they give off an earthy smell, do not reek of corruption.

Draugr lie in their barrows unless disturbed, then they attack. Draugr who died as a result of foul play, or have had items looted from their barrow, will wander out in the world to seek their vengeance. Some draugr, especially those buried near family who still venerate them (and add to their treasure) will avenge attacks upon their loved ones. While they do not normally operate in the day, they suffer no ill effects from daylight.

Draugr have limited abilities to answer questions beyond their experience. This comes from their connection to the afterlife and spirits therin. Adventurers which can successfully grapple a draugr for three rounds can force it to answer three questions for its freedom. These are "yes or no" questions and operate as the fifth level cleric spell commune. This can only be compelled if its grave goods are undisturbed, and the draugr is freed before answering. The draugr will not attack its victor as long as the draugr and its barrow are unmolested.

Draugr are vulnerable to weapons from their own graves. If an adventurer is bright enough to attempt to fight with such, the draugr will often attempt to disarm its foe. Draugr are intelligent and will withdraw from a combat for a time to heal. Should a draugr be destroyed, its remains and the items it was wearing revert to their normal size.

Example:

Valdis, female ljosalfar (draugr)

Ftr4: CR 6; Size L (8 ft., 7 in. tall); HD 4d12; hp 26; Init +4 ( +4 Improved initiative); Spd 30 ft./ 20 ft. (burrow); AC 20 (+4 Natural, +5 MW Chainmail, +2 Lg Wooden shield, -1 size); Attack +10 melee, or +3 ranged ; SV Fort +4*, Ref +1, Will +3; AL CN; Str 25, Dex 10, Con —, Int 10, Wis 14, Cha 9.

MW large longsword: +11 Attack; 2d6+7 Damage

Large javelin: +3 Attack, 1d8+3 Damage

Languages Spoken: Common, Alfar

Skills: Climb +4, Craft +2, Hide -1, Listen +6, Jump +6, Move Silently -1, Ride + 5, Search +4, Spot +6, and Swim +4

Feats: Blind-fight, Improved Initiative, Power Attack, Quick Draw, Improved Disarm

See draugr special abilities, above (*)

Barrow Treasure:

Coins: 606 gold coins (606 gp)
Items: MW shortspear (302 gp), broken silver mirror (o gp), 4 bottles of spoiled wine (o gp), rotted clothing (o gp)
Gems: dioptase (51.4 gp), black onyx (64.9 gp)
Potions: potion of jump (50 gp)
Wondrous item: golembane scarab (any) (2,500 gp)

Total Value: 3,575.3 gp


Quote
— Atrribution

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