An armored ancient dark skeleton with gold tattoos wielding a greatsword and causing mayhem to all living creatures. The draugar are guardians of ancient ruins.
Draugar (CR 12)
XP 19,200
NE Medium Undead
Init +8; Senses Darkvision 60 ft.; Perception +20
Aura Frightful Presence (60 ft., DC 22)
DEFENSE
AC 31, touch 14, flat-footed 28 (+8 armor, +3 dex, +9 natural, +1 deflection)
hp 142 (17d8+68)
Fort +9, Ref +9, Will +10
Defensive Abilities Channel Resistance +6; DR 10/bludgeoning and good; Immune Undead traits; Resist Ice 15
Weakness Fire and Holy
TACTICS
During Combat The draugar starts off combat with Black Cloud or Horror Cloud targeting as many as possible. It tends to use Hell Slash on it’s melee opponents to reduce their strength. They will flank with their allies. When below 50% health, the draugar will use Blood Saber and Malediction.
OFFENSE
Speed 30 ft.
Melee +1 Greatsword +21/+16/+11 (2d6+11)
Space 5 ft.; Reach 5 ft.
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud, Malediction
STATISTICS
Str 24, Dex 18, Con –, Int 15, Wis 10, Cha 16
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Vital Strike, Weapon Focus (Greatsword)
Skill Acrobatics +18, Climb +17, Escape Artist +18, Perception +20, Stealth +21
Languages Abyssal, Common + 1 other
Gear Breastplate +2, Greatsword +1, Ring of Protection +1
SPECIAL ABILITIES
Black Cloud (Su)
5/day, a draugar can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A draugar deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 21) or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Blood Saber (Su)
3/day, a draugar can drain the health of all nearby enemies with a 15-ft.-radius spread. A draugar deals 6d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 21) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (Knowledge: Religion DC 27).
Hell Slash (Su)
5/day, as a swift action, a draugar can imbue its greatsword with dark energies. The next time the draugar strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 21), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).
Horror Cloud (Su)
5/day, a draugar can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 21) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Malediction (Su)
1/day, a draugar can release malevolence from within draining the health of all nearby enemies within a 30-ft.-radius spread. A draugar deals 12d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 21) to negate the heal affect and take half damage. Blue mages may learn this ability as a 9th level spell (Knowledge: Religion DC 33).