Draugr
Undead · Crown of Mammon
T2d6Minor
Cursed tomb guardians, draugrs regenerate, breaths chilling hearts.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 12 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 14 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Undead Nature
Immune to poison and disease; does not breathe. Mindless in its duty: it never flees and fights until destroyed.
Regeneration
Regains 1 Vigor at the start of its turn unless it took fire or radiant damage since its last turn.
Bound Treasure
Cannot leave the tomb it guards and has advantage on attacks inside it. If its treasure is carried out, the draugr crumbles.
Maneuvers
Chilling Breath
Grave-cold breath fills a 15 ft cone. Each creature in it must save (DC 13) or take 2 damage and be slowed for 1 round.
Tactics
GM tactics
Waits in its burial chamber. Attacks any who disturb its rest or treasures. Uses Chilling Breath to slow fleeing thieves. Fights until destroyed, reforms in 24 hours unless treasure is taken or body is burned.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.