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Draugr RaiderCreature 4


UncommonMediumChaoticEvilUndeadUnholyWater
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 (void healing)
Speed 25 feet (swim 25 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 7
Resistances Fire 5

Greataxe One Action +13 (+8, +3) to hit (sweep) 1d12+8 Slashing
Fist One Action +13 (+9, +5) to hit (agile, unarmed) 1d4+6 Slashing

The Sea's Revenge (curse, divine)

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.

Void Healing

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

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).

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 counts as two attacks for the draugr's multiple attack penalty.



Traits

Uncommon

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.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Water

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 connection to magical water.