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DraugrCreature 2

Source Pathfinder Bestiary 2
Perception +7 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Athletics +10, Stealth +8
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +1

AC 17; Fort +11; Reflex +6; Will +7;
HP 35 (negative healing)
Speed 25 feet (swim 25 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 5
Resistances Fire 3

Greataxe One Action +10 (+5, +0) to hit (sweep) 1d12+4 Slashing
Fist One Action +10 (+6, +2) to hit (agile) 1d4+4 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

The Sea's Revenge (curse, divine, necromancy)

A creature that slays a draugr is subjected to a Mariner's Curse spell with a save DC of 17. The curse ends if the draugr is buried in a calm sea or after 1 week passes.

Grotesque Gift (olfactory)

A draugr's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 15 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).

Swipe Two Actions

The draugr makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the draugr's multiple attack penalty.

Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugr can't speak, but expresses their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead.

Draugr rise in the haunted places of the sea, where restless spirits, swells of negative energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly. The creatures don't take intrusions lightly, especially upon their place of death.

Though steeped in evil, draugr are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-and-response work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death.

More powerful draugr with burning red eyes are called draugr captains. They're 3rd-level creatures with elite adjustments that can cast obscuring mist as an innate divine spell three times per day.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.