Draugr RaiderCreature 4
Source Pathfinder Society Scenario #2-04: Path of Kings
Perception +10 (darkvision)
Languages Common, (can't Speak Any Language)
Skills Athletics +14, Stealth +12
Str +5, Dex +3, Con +3, Int -1, Wis +1, Cha +1
AC 20; Fort +14; Reflex +9; Will +10
HP 70 (negative healing)
Speed 25 feet (swim 25 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 7
Resistances Fire 5
Greataxe +13 (+8, +3) to hit (sweep) 1d12+8 Slashing
Fist +13 (+9, +5) to hit (agile) 1d4+6 Slashing
Darkvision
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 HealingA 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 20. 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 18 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).
SwipeThe 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 counts as two attacks for the draugr's multiple attack penalty.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
WaterEffects 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.