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<blockquote data-quote="Obly99" data-source="post: 8583881" data-attributes="member: 7035194"><p>Here I go!</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Draugr</span></strong></p><p></p><p>Folklore holds that death by treachery, particularly if it is followed by improper burial rites or no rites at all (or if proper--and usually evil--burial rites are used, in some cultures), can cause a dead person to rise again to walk the night. The exact nature of the walking dead varies by culture; zombies, vampires, ghosts, and other undead creatures are purported to roam the night from New Orleans to London, and beyond. One of the less well known variations on the theme of unquiet corpses hails from Scandinavia, where a strange creature known as the draugr. Legend has it that murder victims, suicides, criminals, the irreligious, and the blasphemous can be expected to rise from death to torment the living. Ending the attacks often requires that a hero should find a way to kill a corpse. A draugr's appearance is similar to life, but its face is twisted by anger and hatred, and holds a grey pallor that makes it difficult to mistake the creature for a living person. Because most draugr are created through violence, it is usual for them to bear the wounds that killed them once they rise to living death. Their clothing and skin is often stained with earth from the burial mounds they prefer to inhabit. Draugr speak any languages they knew in life.</p><p></p><p></p><p><strong>Creating a Draugr</strong></p><p>“Draugr” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most draugr were once humanoids. A draugr uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>CR:</strong> Same as the base creature +7 or 14, whichever is higher.</p><p></p><p><strong>Alignment:</strong> Any Evil.</p><p></p><p><strong>Size and Type:</strong> The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.</p><p></p><p><strong>Senses: </strong>A draugr gains darkvision 120 ft. and snow vision</p><p></p><p><em>Snow Vision:</em> A draugr see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions</p><p></p><p><strong>Speed:</strong> Same as the base creature plus burrow speed 30 ft. and earth glide (see below). A draugr may move through any sort of snowy and icy terrain at its normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally. Also, draugr ignore the effects of natural wind on movement while in icy regions, and is immune to the natural weather of the icy regions, regardless any force (even blizzard or tornado), unless it choose to be affected by them.</p><p></p><p><em>Earth Glide (Ex)</em></p><p>A burrowing draugr can pass through natural, unworked stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing draugr flings the undead back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 20 Fortitude save (this ignore the normal immunity against Fortitude save and stun of the undead type).</p><p></p><p><strong>Armor Class:</strong> A draugr increase his natural armor by +15.</p><p></p><p><strong>Hit Dice:</strong> Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, draugr use their Charisma modifiers to determine bonus hit points (instead of Constitution). A draugr has at least 20 HD, if it has less, it gains the difference as racial undead HD (if a human barbarian 7 become a draugr, it gains 13 undead racial HD).</p><p></p><p><strong>Defensive Abilities:</strong> A draugr gains channel resistance +12, fast healing 20, DR 15/epic, immunity to cold, and resistance to all elements 20 (in addition to those granted by its undead traits). The draugr has spell resistance 15 + the base creature HD. The draugr also gains the following defensive abilities.</p><p></p><p><strong>Bane of Mortal (Ex)</strong></p><p>A draugr is immune to the physical damage of non magic object. A manufated or natural weapon need at least +1 enhancement bonus to inflict damage to a draugr (ex: a mundane sword or a landslide do not inflict damage to a draugr). A spell that inflict direct physical damage (like Conjure Deadfall) inflict damage as normal to a draugr, provided that overcome its spell resistance and damage reduction. Any damage that overcome DR/magic (like the unarmed strike of a monk of 4th level or a smite evil of a paladin) inflict damage as normal to a draugr, provided that overcome its damage reduction.</p><p></p><p><strong>Nordic Endurance (Ex)</strong></p><p>If damage reduces a draugr to 0 or lower hit points, it has a certain percentage of not being destroyed, unless the damage is fire or positive energy. Roll 1d% every time is reduced to 0 or lower hit points, on a roll of 51 or higher, the draugr drops to 1 hit point instead.</p><p></p><p><strong>Rising (Ex)</strong></p><p>If a draugr is reduced to 0 hp, it rises back up at half maximum HP in 10 rounds. This is prevented if the draugr is killed with fire. The spells dispel evil, if casted on its body, or holy word when cast within range of its body will also prevent it from rising for a full week. Dropping a draugr to 0 hp while it is surrounded by the soil it was buried in (burying it, killing it deep in its grave, etc) or casting the spell hallow on its bones while in its burial site prevents it from rising permanently until its burial site is disturbed again. If the corpe of the draugr, during the 10 rounds before rising, is burned (it take a number of fire damage equal or greater than the draugr HD [fire resistance apply]), it count as killed with fire and is permanently destroyed.</p><p></p><p><strong>Weaknesses:</strong> A draugr is sickened when exposed to natural bright or normal light. Draugr cannot rise when exposed to the light of the sun but will promptly rise up after sunset if they are able to do so. Also, the draugr lose any immunity to fire it may possess, even if from a subtype.</p><p></p><p><strong>Melee Attack: </strong>A draugr gains a bite and slam attack if the base creature didn’t have one. Damage for the bite and slam depends on the draugr’s size. Its natural weapons also causes energy drain (see below). Its natural weapons are treated as evil and magic weapons for the purpose of overcoming damage reduction. The bite attack also has the grab ability.</p><p></p><p><strong>Aura:</strong> A draugr gains the stench (10 minutes) and unnatural aura universal monster abilities. The DC of stench is 10 + ½ draugr’s HD + draugr’s Cha modifier while the DC of unnatural aura is 25 or 10 + ½ draugr’s HD + draugr’s Cha modifier, whichever is higher. Also, the draugr gains aura of delirium.</p><p></p><p><em>Aura of Delirium (Su)</em></p><p>All creatures of the Animal type that remain within one mile of the draugr for more than 24 hours must make a Will save each day, with the save DC increasing by one for each consecutive day the animal remains within one mile of the draugr. Should they fail the save, they become rabid; they attack any other creature that they see with an intense ferocity, granting them a +2 bonus to attack and damage rolls while also giving them a -2 penalty to armor class. This is not the rabies disease and immunity or resistanse to diseases do not protect against aura of delirium. This is a compulsion, insanity, mind-affecting effect and the save DC is Charisma-based.</p><p></p><p><strong>Special Attacks: </strong>A draugr gains several special attacks. Save DCs are equal to 10 + 1/2 draugr’s HD + draugr’s Cha modifier unless otherwise noted.</p><p></p><p><strong>Absorb Essence (Su)</strong></p><p>The draugr heals damage equal to the damage it causes with its bite attack. It cannot heal damage above its maximum hit points total.</p><p></p><p><strong>Animal Slaying Aura (Su)</strong></p><p>All creatures with the Animal type with 1 or less HD that come within 120 ft. of a draugr immediately start taking a number of points of damage per round equal to its Charisma modifier (minimum 1). A Will save negate the damage, but must repeated every round.</p><p></p><p><strong>Baleful Gaze (Su)</strong></p><p>A draugr's gaze carries the taint of ill fortune for those who meet it. Creatures within 30 feet of a draugr must make a successful Will save or be subject to a bestow curse effect (caster level 12th). The possible range of effects extends to the following:</p><ul> <li data-xf-list-type="ul">-6 decrease to an ability score (minimum 1)</li> <li data-xf-list-type="ul">-4 penalty on attack rolls, saves, ability checks, and skill checks</li> <li data-xf-list-type="ul">Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.</li> <li data-xf-list-type="ul">If the creature die while under this curse, he rise as a draugr the next night.</li> </ul><p>This is a gaze attack; each opponent in range must attempt a saving throw each round at the beginning of his turn, and may avert his eyes or close his eyes entirely to reduce or avoid the need for a saving throw, as normal. A draugr can actively gaze as a standard action by choosing a target in range, essentially forcing him to make two saving throw in a single round. The effects of multiple curses stack but not with themself (a victim can have -6 to Strength, Constitution and Wisdom, the -4 penalty on attack rolls, saves, ability checks, and skill checks and the 50% chance to act normally each turn, but cannot have have two times the -6 penalty applied to Strength).</p><p></p><p><strong>Blood Drain (Ex)</strong></p><p>The draugr drains blood at the end of its turn if it grapples a foe, inflicting 2 Constitution damage.</p><p></p><p><strong>Energy Drain (Su)</strong></p><p>A creature hit by a draugr’s natural weapon gains two negative levels. This ability only triggers once per round against every foe, regardless of the number of attacks a draugr makes.</p><p></p><p><strong>Growth (Su)</strong></p><p>Three times per day, a draug can increase by one size as a move action, this work as an enlarge person spell that works even on non-humanoids. This effect lasts as long as the draugr is engaged in combat and ends when it believes there is nothing left for it to kill.</p><p></p><p><strong>Spellcasting:</strong> A draugr has several spell-like ability. The caster level for these spell-like ability is 14 or the HD of the base creature, whichever is higher.</p><p><strong>At will</strong>—<em>augury</em>, <em>beast shape III</em>, <em>contagion</em>, <em>deeper darkness</em>, <em>dream</em>, <em>ice storm</em>, <em>nightmare</em>, <em>ray of cold</em>, <em>true strike</em></p><p><strong>3/day</strong>—<em>greater bestow curse</em>, <em>greater contagion</em>, <em>greater dispel magic</em>, <em>icy body</em>, <em>icy prison</em></p><p><strong>1/day</strong>—<em>control weather</em> (as a druid), <em>epidemic</em>, <em>foresight</em> (self only), <em>plague storm</em>, <em>polar ray</em></p><p><strong>1/month</strong>—<em>greater epidemic</em>*, <em>polar midnight</em></p><p></p><p>°like epidemic, but like greater contagion the victim (primary and secondary) cannot overcome the disease without magic and increasing the DC for remove the disease with magic by +5; this is a 9th level spell</p><p></p><p><strong>Ability Scores:</strong> Str +14, Dex +6, Int +4, Wis +4, Cha +8. As an undead creature, a draugr has no Constitution score.</p><p></p><p><strong>Skills:</strong> Draugr gain a +8 racial bonus on Intimidate, Perception, Sense Motive, Stealth, Survival, and Swim checks.</p><p></p><p><strong>Feats:</strong> Draugr gain Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.</p><p></p><p><strong>Tactics</strong></p><p>Draugr rise in response to someone disturbing their burial sites, usually grave robbers or religious cultists who seriously picked the wrong grave. Draugr will often start an encounter by growing in size and trying to intimidate their foes in one turn. They will damage them with a flurry of attacks (usually accompanied by the spell True Strike or Ray of Frost). They will bite and grapple any bleeding foe the first chance they get, as they delight in devouring their victims (sometimes whole if they can). They also enjoy crushing their foes, so they will try to slam on any opponent who is prone, paralyzed or knocked down. It is unheard of to see a druagr outside in the sunlight. They will stay in their burial sites all day and only venture out at night to extract vengeance.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8583881, member: 7035194"] Here I go! [CENTER][B][SIZE=7]Draugr[/SIZE][/B][/CENTER] Folklore holds that death by treachery, particularly if it is followed by improper burial rites or no rites at all (or if proper--and usually evil--burial rites are used, in some cultures), can cause a dead person to rise again to walk the night. The exact nature of the walking dead varies by culture; zombies, vampires, ghosts, and other undead creatures are purported to roam the night from New Orleans to London, and beyond. One of the less well known variations on the theme of unquiet corpses hails from Scandinavia, where a strange creature known as the draugr. Legend has it that murder victims, suicides, criminals, the irreligious, and the blasphemous can be expected to rise from death to torment the living. Ending the attacks often requires that a hero should find a way to kill a corpse. A draugr's appearance is similar to life, but its face is twisted by anger and hatred, and holds a grey pallor that makes it difficult to mistake the creature for a living person. Because most draugr are created through violence, it is usual for them to bear the wounds that killed them once they rise to living death. Their clothing and skin is often stained with earth from the burial mounds they prefer to inhabit. Draugr speak any languages they knew in life. [B]Creating a Draugr[/B] “Draugr” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most draugr were once humanoids. A draugr uses the base creature’s stats and abilities except as noted here. [B]CR:[/B] Same as the base creature +7 or 14, whichever is higher. [B]Alignment:[/B] Any Evil. [B]Size and Type:[/B] The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. [B]Senses: [/B]A draugr gains darkvision 120 ft. and snow vision [I]Snow Vision:[/I] A draugr see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions [B]Speed:[/B] Same as the base creature plus burrow speed 30 ft. and earth glide (see below). A draugr may move through any sort of snowy and icy terrain at its normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally. Also, draugr ignore the effects of natural wind on movement while in icy regions, and is immune to the natural weather of the icy regions, regardless any force (even blizzard or tornado), unless it choose to be affected by them. [I]Earth Glide (Ex)[/I] A burrowing draugr can pass through natural, unworked stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing draugr flings the undead back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 20 Fortitude save (this ignore the normal immunity against Fortitude save and stun of the undead type). [B]Armor Class:[/B] A draugr increase his natural armor by +15. [B]Hit Dice:[/B] Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, draugr use their Charisma modifiers to determine bonus hit points (instead of Constitution). A draugr has at least 20 HD, if it has less, it gains the difference as racial undead HD (if a human barbarian 7 become a draugr, it gains 13 undead racial HD). [B]Defensive Abilities:[/B] A draugr gains channel resistance +12, fast healing 20, DR 15/epic, immunity to cold, and resistance to all elements 20 (in addition to those granted by its undead traits). The draugr has spell resistance 15 + the base creature HD. The draugr also gains the following defensive abilities. [B]Bane of Mortal (Ex)[/B] A draugr is immune to the physical damage of non magic object. A manufated or natural weapon need at least +1 enhancement bonus to inflict damage to a draugr (ex: a mundane sword or a landslide do not inflict damage to a draugr). A spell that inflict direct physical damage (like Conjure Deadfall) inflict damage as normal to a draugr, provided that overcome its spell resistance and damage reduction. Any damage that overcome DR/magic (like the unarmed strike of a monk of 4th level or a smite evil of a paladin) inflict damage as normal to a draugr, provided that overcome its damage reduction. [B]Nordic Endurance (Ex)[/B] If damage reduces a draugr to 0 or lower hit points, it has a certain percentage of not being destroyed, unless the damage is fire or positive energy. Roll 1d% every time is reduced to 0 or lower hit points, on a roll of 51 or higher, the draugr drops to 1 hit point instead. [B]Rising (Ex)[/B] If a draugr is reduced to 0 hp, it rises back up at half maximum HP in 10 rounds. This is prevented if the draugr is killed with fire. The spells dispel evil, if casted on its body, or holy word when cast within range of its body will also prevent it from rising for a full week. Dropping a draugr to 0 hp while it is surrounded by the soil it was buried in (burying it, killing it deep in its grave, etc) or casting the spell hallow on its bones while in its burial site prevents it from rising permanently until its burial site is disturbed again. If the corpe of the draugr, during the 10 rounds before rising, is burned (it take a number of fire damage equal or greater than the draugr HD [fire resistance apply]), it count as killed with fire and is permanently destroyed. [B]Weaknesses:[/B] A draugr is sickened when exposed to natural bright or normal light. Draugr cannot rise when exposed to the light of the sun but will promptly rise up after sunset if they are able to do so. Also, the draugr lose any immunity to fire it may possess, even if from a subtype. [B]Melee Attack: [/B]A draugr gains a bite and slam attack if the base creature didn’t have one. Damage for the bite and slam depends on the draugr’s size. Its natural weapons also causes energy drain (see below). Its natural weapons are treated as evil and magic weapons for the purpose of overcoming damage reduction. The bite attack also has the grab ability. [B]Aura:[/B] A draugr gains the stench (10 minutes) and unnatural aura universal monster abilities. The DC of stench is 10 + ½ draugr’s HD + draugr’s Cha modifier while the DC of unnatural aura is 25 or 10 + ½ draugr’s HD + draugr’s Cha modifier, whichever is higher. Also, the draugr gains aura of delirium. [I]Aura of Delirium (Su)[/I] All creatures of the Animal type that remain within one mile of the draugr for more than 24 hours must make a Will save each day, with the save DC increasing by one for each consecutive day the animal remains within one mile of the draugr. Should they fail the save, they become rabid; they attack any other creature that they see with an intense ferocity, granting them a +2 bonus to attack and damage rolls while also giving them a -2 penalty to armor class. This is not the rabies disease and immunity or resistanse to diseases do not protect against aura of delirium. This is a compulsion, insanity, mind-affecting effect and the save DC is Charisma-based. [B]Special Attacks: [/B]A draugr gains several special attacks. Save DCs are equal to 10 + 1/2 draugr’s HD + draugr’s Cha modifier unless otherwise noted. [B]Absorb Essence (Su)[/B] The draugr heals damage equal to the damage it causes with its bite attack. It cannot heal damage above its maximum hit points total. [B]Animal Slaying Aura (Su)[/B] All creatures with the Animal type with 1 or less HD that come within 120 ft. of a draugr immediately start taking a number of points of damage per round equal to its Charisma modifier (minimum 1). A Will save negate the damage, but must repeated every round. [B]Baleful Gaze (Su)[/B] A draugr's gaze carries the taint of ill fortune for those who meet it. Creatures within 30 feet of a draugr must make a successful Will save or be subject to a bestow curse effect (caster level 12th). The possible range of effects extends to the following: [LIST] [*]-6 decrease to an ability score (minimum 1) [*]-4 penalty on attack rolls, saves, ability checks, and skill checks [*]Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. [*]If the creature die while under this curse, he rise as a draugr the next night. [/LIST] This is a gaze attack; each opponent in range must attempt a saving throw each round at the beginning of his turn, and may avert his eyes or close his eyes entirely to reduce or avoid the need for a saving throw, as normal. A draugr can actively gaze as a standard action by choosing a target in range, essentially forcing him to make two saving throw in a single round. The effects of multiple curses stack but not with themself (a victim can have -6 to Strength, Constitution and Wisdom, the -4 penalty on attack rolls, saves, ability checks, and skill checks and the 50% chance to act normally each turn, but cannot have have two times the -6 penalty applied to Strength). [B]Blood Drain (Ex)[/B] The draugr drains blood at the end of its turn if it grapples a foe, inflicting 2 Constitution damage. [B]Energy Drain (Su)[/B] A creature hit by a draugr’s natural weapon gains two negative levels. This ability only triggers once per round against every foe, regardless of the number of attacks a draugr makes. [B]Growth (Su)[/B] Three times per day, a draug can increase by one size as a move action, this work as an enlarge person spell that works even on non-humanoids. This effect lasts as long as the draugr is engaged in combat and ends when it believes there is nothing left for it to kill. [B]Spellcasting:[/B] A draugr has several spell-like ability. The caster level for these spell-like ability is 14 or the HD of the base creature, whichever is higher. [B]At will[/B]—[I]augury[/I], [I]beast shape III[/I], [I]contagion[/I], [I]deeper darkness[/I], [I]dream[/I], [I]ice storm[/I], [I]nightmare[/I], [I]ray of cold[/I], [I]true strike[/I] [B]3/day[/B]—[I]greater bestow curse[/I], [I]greater contagion[/I], [I]greater dispel magic[/I], [I]icy body[/I], [I]icy prison[/I] [B]1/day[/B]—[I]control weather[/I] (as a druid), [I]epidemic[/I], [I]foresight[/I] (self only), [I]plague storm[/I], [I]polar ray[/I] [B]1/month[/B]—[I]greater epidemic[/I]*, [I]polar midnight[/I] °like epidemic, but like greater contagion the victim (primary and secondary) cannot overcome the disease without magic and increasing the DC for remove the disease with magic by +5; this is a 9th level spell [B]Ability Scores:[/B] Str +14, Dex +6, Int +4, Wis +4, Cha +8. As an undead creature, a draugr has no Constitution score. [B]Skills:[/B] Draugr gain a +8 racial bonus on Intimidate, Perception, Sense Motive, Stealth, Survival, and Swim checks. [B]Feats:[/B] Draugr gain Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats. [B]Tactics[/B] Draugr rise in response to someone disturbing their burial sites, usually grave robbers or religious cultists who seriously picked the wrong grave. Draugr will often start an encounter by growing in size and trying to intimidate their foes in one turn. They will damage them with a flurry of attacks (usually accompanied by the spell True Strike or Ray of Frost). They will bite and grapple any bleeding foe the first chance they get, as they delight in devouring their victims (sometimes whole if they can). They also enjoy crushing their foes, so they will try to slam on any opponent who is prone, paralyzed or knocked down. It is unheard of to see a druagr outside in the sunlight. They will stay in their burial sites all day and only venture out at night to extract vengeance. [/QUOTE]
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