KING
Draugr

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)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense16--
Heart14--
Cunning14--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Undead Nature

Immune to poison and disease; does not breathe. Mindless in its duty: it never flees and fights until destroyed.

Passive

Regeneration

Regains 1 Vigor at the start of its turn unless it took fire or radiant damage since its last turn.

Passive

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

Maneuver

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.