Homebrew Draugr Species Details

The will appears to be strong, strong enough to draw the hugr [animate will] back to one's body. These reanimated individuals were known as draugar. However, though the dead might live again, they could also die again. Draugar die a "second death" as Chester Gould calls it, when their bodies decay, are burned, dismembered or otherwise destroyed.

Draugar live in their graves, often guarding treasure buried with them in their burial mound. They are animated corpses with a corporeal body, unlike ghosts, with similar physical abilities as in life. Older literature makes clear distinctions between sea-draugar and land-draugar.

 

Draugr Traits

Ancient undead Nordic powers

Poison Immunity

  Immunity to all types of poison and venom because they are the same, just different on how they are given.

Physical Tank

  Resistant to bludgeoning, piercing, and slashing from nonmagical attacks

Energized

Immune to exhaustion condition

Darkvision

Has up to 60 ft. of darkvision

False Appearance

Indistinguishable from a dead corpse when motionless

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

Undead Fortitude

If damage reduces the draugr 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 draugr drops to 1 hit point instead of 0.

Enlarge

For 1 minute, the draugr magically increases in size, along with anything it is wearing or carrying. While enlarged, the draugr is Large, adds half 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

Maddening Pressence

Each creature of the draugr's choice within 30 feet of the draugr and aware of it must succeed on a DC 5 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. Shambling in tatters too in shambles to be called armor, a figure lurches into view. At first, it may appear to be a zombie, but the moan is distinct. This night, a draugr marks its prey. (Recharges after short or long rest)

Comments

Posts Quoted:
Reply
Clear All Quotes