Draugr Deathlord
Draugr, Undead; Major; White Soul (800)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 50 | Hit Points | 28 | Combat | 90 |
| Endurance | 55 | Wound Thr. | 15 | Magic | 80 |
| Agility | 40 | Magicka | 35 | Evade | 60 |
| Intelligence | 35 | Stamina | 5 | Observe | 65 |
| Willpower | 55 | Initiative | +11 | Stealth | 30 |
| Perception | 45 | Action Pts. | 4 | Knowledge | 45 |
| Personality | 5 | Speed | 13m | Social | 5 |
| Morale | 75 | Size | Std. | Physical | 80 |
Weapons & Armor
- Has one of:
- • Paired Ancient Nord Lord’s Warhammers: 1d8+2; Crush-
- ing, Unwieldy; Reach 2m, 1H; wields one in each hand
- • Ancient Nord Lord’s Great Axe: 1d12+2; Splitting, Unwieldy,
- Shield Splitter, Concussive; Reach 3m, 2H
- • Ancient Nord Lord’s Broadsword: 1d8+2; Slashing, Magic;
- Reach 2m, 1H
- Which may have one of these enchantments:
- • Frostbiten: Deals 4 bonus Frost damage on Strike.
- • Heartdrinker: The wielder heals up to 4 HP on Strike,
- limited by the damage of the attack.
- • Mage-Killer: The target tests a -10 Willpower or is Silenced
- for two Rounds on Strike.
- Additionally, may have two of:
- • Full Ancient Nord Lord’s Armor: AR 8 / Frost 1; Medium,
- Magic
- • Ancient Nord Shield: BR 9 / MR 5 (Frost 6); Medium
Traits
- • Undead
- • Resistance (Frost, 2)
- • Resistance (Magic, 4)
- • Dual Fighter: Raise the maximum number of attacks to 3
- per round as long as the character is dual wielding and attacks
- with each wielded weapon at least once.
- Encountering Draugr Deathlords
- A Draugr Deathlord is a fearsome foe. Both skilled at martial
- combat and with the use of the Thu’um, a Deathlord is not
- easily bested. Combined with their ability to muster Draugr to
- give them bonus attacks, makes fighting a Deathlord in their
- home turf an absolutely brutal fight. Characters hunting a
- Draugr Deathlord should take special care to separate him from
- their retinue, or have a way to quickly deal with them or the
- Deathlord will overwhelm them with volume of attacks.
- The Deathlord has 4 AP, meaning they have a LOT of potential
- attacks and defenses, and combined with their Slow Time shout,
- a Deathlord is more than a match for a party of adventurers.
- Draugr Deathlords are often found in the deepest part of their
- ruins, often accompanying or protecting the sarcophagus of
- their Dragon Priest master, if they have one. Some more ambi-
- tious Deathlords occasionally attack settlements, but this hasn’t
- happened in a long time. Because Deathlords are so often on
- the defensive, they have time to plot out elaborate and cruel
- defensive strategies, and have often designed their sanctums to
- be “kill rooms,” built for the explicit purpose of absolutely
- halting any invading forces with extreme force.
- Loot
- • A group of Draugr often carry treasures worth a number of
- rolls on the Treasure Table determined by the GM.
- • A character can harvest a Draugr’s tongue, which is a Common
- Destruction ingredient.
- Dragon Priest
- Of all the mortals within the Dragon Cult, the Dragon Priests were
- undeniably the greatest followers. Trained intensely in the ways of
- their Masters, with the strongest even earning sacred masks filled
- with power and status, Dragon Priests are the deadliest creatures
- within the Nordic Ruins.
Encountering Draugr Deathlord
Special Abilities • Cleave (1 SP): As part of a melee attack with a two handed weapon, a Draugr Deathlord can strike up to three targets ly in Reach as a single action. Roll once for the attack. • Riposte (1 SP): After successfully parrying while using a pair of one handed weapons, the Draugr Deathlord can immediately make a free Attack against the target they par- ried, as long as the target is in Reach. • Command Death (1 AP + 1 SP): As a Primary Action, the Draugr Wight Lord can spend a Stamina Point to call their Draugr to fight harder. All Draugr within 10m can immediately make an Attack action for free. • Dragon Tongue (1 AP + 1 SP): Can use an Primary Action to Shout. The Draugr knows the words of the shouts below. Test magic at the indicated difficulty: ▪ Dismay: ◦ Faas (-10): Non-Draugr Characters within 15 meters must make a Panic +0 test. ◦ Ru (-20): Same as above, except the Draugr Deathlord may choose to either double the range or increase the difficulty of the test by -20. ▪ Frost Breath: ◦ Fo (+0): The Draugr Deathlord breathes frost, dealing 1d8 frost damage to all targets within a 10m cone in front of them. Counts as a ranged, area of effect attack for the purposes of evasion. ◦ Krah (-10): Same as above, except deal 2d8 frost damage. ▪ Unrelenting Force: ◦ Fus (-10): The Draugr Deathlord shouts with great force, Dazing all targets within a 3m wide, 15m long beam for one round. Counts as a ranged, area of effect attack for the purposes of evasion. ◦ Ro (-20): Same as above, except the duration is doubled and the targets are knocked prone. ▪ Fleshrend: ◦ Sosaal (+10): Target being within twenty five meters takes 1d8 damage that ignores armor and gains the Bleeding(1) Condition. ◦ Kopraan (-0): Target being within twenty five meters takes 1d10 slashing damage that ignores armor, and gains the Bleeding(2) Condition. ▪ Slow Time: ◦ Tiid (-20): The Draugr Deathlord increases their Maximum Action Points and Maximum Attacks per round limit by one until the end of the char- acter’s next turn. ◦ Klo (-30): Same as above, except the duration becomes 4 rounds. 99 Traits • Undead • Bend Reality: Can test Magic instead of Physical. • Imbued with Magicka: Does not spend MP to cast spells. • Lord of Sorcery: A Dragon Priest never backfires, and can cast any level of spell without penalty. • Master of the Voice: Can use two word shouts without