Draugr (CR 3/MR 1)

These barnacle-encrusted walking corpses look like zombies, but with a fell light in their eyes and dripping with rank water that gives off a nauseating stench.

Mythic Draugr (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary 2
CE Medium undead (mythic, water)
Init +0; Senses darkvision 60 ft., mistsightMA, Perception +6


AC 15, touch 10, flat-footed 15 (+2 armor, +3 natural)
hp 27 (3d8+14)
Fort +2, Ref +1, Will +3
Defensive Abilities DR 5/bludgeoning or slashing; Immune undead traits; Resist fire 10


Speed 30 ft., swim 30 ft.
Melee greataxe +5 (1d12+4/×3 plus nausea) or slam +5 (1d10+4 plus nausea)
Special Attacks mythic power (1/day, surge +1d6), ten years before the mastMA


Str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13
Base Atk +2; CMB +5; CMD 15
Feats Power AttackMF, Toughness
Skills Climb +8, Perception +6, Profession (sailor) +8, Stealth +6, Swim +11; Racial Modifiers +4 Profession (sailor), +8 Swim
Languages Common (cannot speak)


Environment any coastal
Organization solitary or crew (2–8)
Treasure standard (greataxe, leather armor, other treasure)

Special Abilities

Nausea (Su) A creature that is damaged by a draugr must make a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.

Ten Years Before the Mast (Su) A mythic draugr treats Profession (sailor) as a class skill and gains a +4 racial bonus on that skill. In addition, it can bind other creatures to share its curse of being bound to the sea. When a creature fails its save against a draugr’s nausea, or when a creature deals the killing blow to a draugr, the draugr can expend one use of mythic power as a swift or immediate action to inflict the curse of the ages (DC 12 Will negates) upon that creature. The curse does not progress as long as the creature remains in aquatic terrain, including on board a ship, but it resumes whenever the creature sets foot on land. The curse ends when removed or when the victim has aged 10 years. If the cursed creature is slain in aquatic terrain or on board a ship, it rises 24 hours later as a draugr (DC 12 Will negates).

Mythic Draugr Crew (CR 12/MR 5)
XP 19,200
Pathfinder Roleplaying Game Bestiary 2
CE Medium undead (mythic, troop, water)
Init +4; Senses darkvision 60 ft.; Perception +18


AC 25, touch 14, flat-footed 21 (+4 armor, +4 Dex, +7 natural)
hp 150 (13d8+92)
Fort +7, Ref +8, Will +12
Defensive Abilities DR 10/epic and bludgeoning or slashing; Immune troop traits, undead traits; Resist fire 10


Speed 30 ft., swim 30 ft.
Melee troop +14 (3d6+5 plus energy drain or nausea)
Ranged 4 +1 pistol +14 (1d6+1/x4) or 4 +1 thundering musket +14 (1d12+1/x4)
Special Attacks energy drain (1 level, DC 21), mythic power (7/day, surge 1d8), nausea (DC 19), phantom broadsideMA, press gangMA

Spell-Like Abilities (CL 13th; concentration +16)
3/day—obscuring mist


Str 21, Dex 18, Con —, Int 12, Wis 14, Cha 17
Base Atk +9; CMB +14; CMD 28 (can’t be bull rushed or tripped)
Feats Ability Focus (energy drain), Exotic Weapon Proficiency (cannon), Extra Mythic PowerMF, Iron WillMF, Master Siege Engineer, Siege Engineer, Siege Gunner, ToughnessMF
Skills Climb +15, Knowledge (engineering) +11, Knowledge (geography) +10, Perception +18, Profession (sailor) +15, Stealth +19, Swim +17
Languages Common
SQ part of the ship, part of the crewMA, pirate’s jigMA, ship of the damnedMMA


Environment any aquatic
Organization solitary troop or flotilla (2–4 troops)
Treasure double

Special Abilities

Energy Drain (Su) In place of causing nausea, a mythic draugr can drain the life energy from creatures damaged by its troop attack, inflicting one negative level each time they deal damage (DC 21 Fortitude negates). A mythic draugr crew heals 5 points of damage each time it inflicts a negative level; if the crew is already at full hit points, this healing effect is wasted. The save DC is Charisma-based.

Nausea (Su) A creature damaged by a mythic draugr crew is nauseated for 1 round (DC 19 Fortitude negates). The save DC is Charisma-based.

Part of the Ship, Part of the Crew (Su) Any humanoid slain by a mythic draugr crew’s energy drain rises as a draugr (or draugr captain, if it has at least 5 Hit Dice) 1d4 rounds later. This draugr is assimilated into the crew, healing damage equal to twice the creature’s Hit Dice. Any creature slain by the crew while on board its ship, even if not slain by energy drain, also rises in this fashion if it fails a DC 19 Will save.

Phantom Broadside (Su) As a full-round action, a mythic draugr crew can draw forth a collection of ectoplasmic firearms and make four attacks as if wielding +1 pistols. If the crew expends one use of its mythic power, this broadside functions instead as four attacks with +1 thundering muskets. If your campaign does not use gunpowder weapons, substitute heavy crossbow attacks in place of firearms. In lieu of dealing damage, the crew can spend one use of its mythic power to create a cloud of ghostly fog and smoke with its phantom broadside, functioning as mythic obscuring mist; the crew may expend two uses of its mythic power to augment this effect or three uses of mythic power to augment it as a 6th-tier mythic caster. Regardless of how it uses this ability, the phantom firearms dissolve into ectoplasm at the end of the mythic draugr crew’s turn.

Pirate’s Jig (Ex) A mythic draugr crew can move and balance without difficulty on board a ship without the need to make Acrobatics checks to maintain their balance and without being denied their Dexterity bonus when balancing on narrow surfaces or when climbing. In addition, while on board a ship, a mythic draugr crew can attempt a dirty trick, reposition, or trip combat maneuver once per round as a swift action. Alternatively, it can use a full-round action to attempt a dirty trick, reposition, or trip combat maneuver against every creature sharing its space. These combat maneuvers do not provoke attacks of opportunity.

Press Gang (Sp) A draugr crew casts a siren song upon the minds of other sailors, compelling them through a combination glamour and terror to follow their commands. This functions as mass charm person (DC 18). If the mythic draugr crew is on board their ship or in the water when they use this ability, they can dominate (as dominate person) one or more creatures that fail their saves instead of charming them by spending one use of their mythic power per target.

Ship of the Damned (Su) Once per day, in a ritual requiring one minute, a mythic draugr crew can summon a ghostly ship from beneath the waves. The crew can arm the ship with siege weapons by expending one use of mythic power per light bombard, cannon, or firedrake, or two uses of mythic power per fiend’s mouth cannon, heavy bombard, or firewyrm. These siege weapons have unlimited ammunition but must be loaded and fired following the normal rules for siege weapons, treating the mythic draugr crew as a crew of 16 individual gunners for the purpose of loading, aiming, and firing. If your campaign does not use gunpowder weapons, you may substitute ballistas and catapults of similar size. The ship of the damned appears ragged and barely seaworthy, but it is as handy and stout as a standard sailing ship.

If the mythic draugr crew expends one use of its mythic power, they can cause the ship to spring to life, functioning as a Colossal animated object for 13 rounds with the following special abilities: additional attack, constrict, faster (x3, for a swim speed of 60 feet), grab, and trample. If the mythic draugr crew expends two uses of its mythic power, the ship also gains either the agile or invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Although the ship is treated as a creature while animated, Large or smaller creatures can share its space; however, creatures other than the mythic draugr crew treat the ship’s spaces as if they were affected by an entangle spell (DC 14).

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