Draugr Deathlord

Draugr, Undead; Major; White Soul (800)

Stats

CharacteristicValueAttributeValueSkillValue
Strength50Hit Points28Combat90
Endurance55Wound Thr.15Magic80
Agility40Magicka35Evade60
Intelligence35Stamina5Observe65
Willpower55Initiative+11Stealth30
Perception45Action Pts.4Knowledge45
Personality5Speed13mSocial5
Morale75SizeStd.Physical80

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