quinta-feira, 30 de agosto de 2018

Draugar

     Sailors everywhere talk about a pirate ritual where a captain, loyal followers and a treasure bury themselves into a tomb of clay mixed with blood and stones taken from graveyards, next to the sea or in islands. Done correctly, these people emerge in the winters as a kind of undead, called "draugar". The amount of days they might roam around is proportional to the size of the buried treasure, so they usually continue being pirates, stealling and killing to increase their treasure. The tombs become dens that they expand over time, sometimes big enough to hide their ship(s). The latter doesn't need sails, just oars that the undead use day and night without getting tired, making their ships fast and agile. A draugar has apel and translucent skin that shows the dark-blue bones. the fingers end in sharp claws. The rotten stench it releases can make the living insane. Weren't it enough, they can also increase their size. Some of the draugar captains posses other powers, such as the ability to swim through stone, metamorphosis and the gift of prophecy.

 

Draugar

Medium undead, neutral evil

Armor Class 14
Hit Points 68 (8d8 + 32)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 18 (+4) 10 (0) 10 (0) 5 (-3)


Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life
Challenge 6

  • Stench. The draugar lets off a maddening smell while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the draugar and can smell the stench must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. 
  • Undead Fortitude. If damage reduces the draugar to 0 hit points, it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draugar drops to 1 hit point instead.

ACTIONS

  1. Multiattack. The draugar makes two claw attacks.
  2. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the draugar magically increases in size, along with anything it is wearing or carrying. While enlarged, the draugar 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 draugar lacks the room to become Large, it attains the maximum size possible in the space available.
  3. 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.

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