Saga of the Northlands
|Hit Dice:||4d6+4 (18 hp)|
|Speed:||30 feet (6 hexes)|
|Armor Class:||14 (-2 Dex, +6 natural armor), touch 8, flat-footed 14|
|Attack:||Claw +4 melee (1d6+1)|
|Full Attack:||Claw +4 melee|
|Space/Reach:||1 hex wide/1 hex|
|Special Attacks:||Befouled Breath, Drowning Grasp, Improved Grab (Claw)|
|Special Qualities:||Spirit Sense, Thalassophobia, Undying Vengeance, Unliving, Waterlogged|
|Saves:||Fort +2, Ref +2, Will +3|
|Abilities:||Str 12, Dex 6, Con 12, Int 14, Wis 9, Cha 14|
|Skills:||Climb +8, Endurance +8, Jump +8, Listen +9, Search +9, Spot +9, Swim *|
|Proficiencies:||Master Geography, Master Traditions, Expert Nature, Expert Lower Worlds|
|Feats:||Improved Grapple, Improved Initiative|
|Salvage:||205 sp Curiosities|
Draugen are the blue-skinned, seaweed-covered, bloated, waterlogged remains of those unfortunate souls who have drowned to death. Tormented by their continuing existence and constantly reliving the experience of their drowning, they flee from the bodies of water that served as their final resting places to trouble the living.
Only the sight of a poor mortal drowning lessens the pain and regret of a draugen’s existence, so they prefer to use their befouled breath to afflict as many targets as possible, then rush into the fray and choose a single target to focus on drowning, in the hopes of taking at least one mortal with them when they are destroyed.
Befouled Breath (Su): A draugen can vomit a stream of befouled water as a full-round action. This can take the form of a 20-foot cone or a 40-foot line, and in either case it deals 4d6 bludgeoning and negative energy damage with a Fortitude save for half damage (DC 14; the DC is Charisma-based). This breath weapon can be used at will, but its Drowning Grasp and Waterlogged abilities (see below) do not apply in any round in which it is used.
The draugen may choose for its breath weapon to also inflict the effects of its Drowning Grasp ability on any creature damaged, which is not reduced or negated by a successful Fortitude save against the damage, but if it does so it may not use its breath weapon again for 1d4+1 rounds.
Drowning Grasp (Su): A draugen that successfully grapples a creature can take a standard action to cover it with some of the befouled water filling its body. This causes the creatures lungs to fill up with water, which has the following effects: First, the creature cannot speak, cast spells with verbal components, use breath weapons, or take any other actions that require being able to breathe freely. Second, at the start of its turn for the next 5 rounds, the creature must make an Endurance check or take a wound as it begins to drown; the DCs increase each round, starting at 10 and increasing to 14, 18, 22, and 26. Finally, while a creature is under the effects of this ability, it cannot benefit from any positive energy spells or effects such as healing spells, as the negative energy in the water counteracts the positive energy of those effects.
If a creature remains grappled by a draugen after it uses this ability, the draugen may continue using it on the creature on successive rounds. In this case, each usage after the first “resets” the duration to another five rounds, so for instance a creature subject to the ability three rounds in a row would need to make seven Endurance checks at DCs 10, 14, 18, 22, 26, 30, and 34 and is very likely to drown.
Spirit Sense (Su): Draugens are aware of the presence of all other spirits within 10 feet per hit die, sensing their type, exact location, and general emotional state. Detected creatures can attempt to mentally “hide” from this sense by making Bluff checks against the draugen’s Sense Motive in the same way one would make Hide checks against an observer’s Spot check to hide physically, with living creatures and foliage counting as concealment against this sense.
Thalassophobia: Draugens vividly remember drowning to death, and so they refuse to approach within 5 feet of any body of water large enough that they would need to swim through it. If forced into such a body of water, draugen automatically fail Swim checks and sink to the bottom; while they are not harmed by the water in any way and can simply walk and/or climb out of it (which they will stop at nothing to do), this does mean that draugen cannot easily harm ships on the surface of a lake or sea.
Undying Vengeance (Sp): Draugens wish to spread the misery of their existence to the living, so they are driven to create more of themselves. A creature killed by any sort of water effect inflicted by a draugen (generally through its natural abilities, but a draugen holding a creature underwater or using an imbued item of thalassemia would have the same effect) rises as a draugen 1d4 days after death unless it is given appropriate burial rites to prevent this or the body is completely destroyed. Further, a draugen can sense the rough location of any creature involved in causing its death, as if using locate creature on the nearest such creature, and will prioritize them over any other targets.
Unliving: Draugens take no wounds (though they still have wound thresholds for resolving called shots and similar) and are immune to nonlethal damage, ability damage, Necromancy effects (except negative energy damage, which heals them instead of harming them), and any effects that require Fortitude saves unless they also affect objects.
Waterlogged (Su): Because a draugen’s body is constantly wet and bloated with befouled water, it takes only half damage from bludgeoning, fire, and piercing damage, but takes double damage from cold, electricity, and slashing damage. Whenever a draugen takes damage of any sort, a burst of befouled water sprays out in a 10-foot cone. Targets struck take 2d6 negative energy damage if they are 5 feet away or 1d6 if they are 10 feet away, with no saving throw. When a draugen is killed, it ruptures in a huge burst of befouled water as if it had been damaged, but in a 10-foot radius instead of a 10-foot cone.
Attempting to salvage the befouled water that fills a draugen is nearly impossible if it is killed on soft ground or another water-absorbent surface, but if it is killed on hard stone or similar its water cane be salvaged for 1d4+1 rounds of its destruction, after which the water loses all special properties.
Curiosities: A flask’s worth of water from a draugen’s body serves as a grenadelike splash weapon (valued at 41 sp each) that deals 2d6 negative energy damage to a struck target and 1d6 negative energy damage in a 5-foot radius splash area, and affects creatures with the draugen’s Drowning Grasp ability.