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Vengeful Alystair Caskwater (1-2)Creature 3


UniqueMediumChaoticEvilUndeadUnholyWater
Source Pathfinder Society Quest #15: In the Footsteps of Horror
Perception +9 (darkvision)
Languages Common, Necril, Shadowtongue
Skills Acrobatics +8, Athletics +2, Crafting +10, Society +4, Stealth +10
Str +4, Dex +2, Con +3, Int +2, Wis -1, Cha -1

AC 19; Fort +13; Reflex +8; Will +7;
HP 50 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 5
Resistances Fire 3

Greatsword One Action +12 (+7, +2) to hit (versatile p) 1d10+6 Slashing
Fist One Action +11 (+7, +3) to hit (agile, unarmed) 1d4+6 Slashing

The Void's Revenge (curse, divine)

A creature that slays Alystair is subjected to a Mariner's Curse spell with a DC 19 will save. 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)

Alystair's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 17 fortitude save or become Sickened 1 (Sickened 2 on a critical failure).

Swipe Two Actions

Alystair Caskwater 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 void 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.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.