Draugr (Dwarven Vampire)

Neuroglyph

First Post
I ran across this article from a site called "The Viking Answer Lady" - it detailed some Scandanavian viking legends of undead from the old norse sagas.

Anyways, there was mention of an undead called a Draugr which seemed like it would make a really good Dwarven Vampire. I wrote it up on my blogsite and would appreciate any feedback or suggestions folks might have:

Draugr - Dwarven Vampire
 

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I have had a quick look at it and as a level 8 solo creature it really needs to be a much greater threat.

As it stands it only really has 2 attacks, one is a single target for lower expression damage, and the other is a blast 2 again for lower expression damage.

A solo creature needs to be able to be as threatening as five creatures. This doesn't always mean that it should be able to attack five creatures each turn, but at a minimum it should be able to attack two, preferably three. At least one of these attacks each turn should also be meaningful, i.e. do a threatening amount of damage or result in a serious status effect.

This creature also has a "cloud of fog" power, similar to the black dragons darkness power. In this case it doesn't recharge, but it doesn't have an up keep and can be moved with a minor action. Many words have been written about the black dragons darkness power and how it can seriously reduce the fun of player characters, by adding a layer of frustration. I can see the thematic relevance of the power but I would be wary of it none the less.

The idea of it being able to change form is an exciting one, but it needs to be defined and seperated more. This is an excellent opportunity to add phases to a solo creature. Why don't you have the vampire change form when bloodied and have a different stat block with unique powers? This would keep the encounter dynamic and interesting, keeping your players on their toes. Near death the vampire could change again for a last breath desperate stand, again with different attacks. Good Solo creature shouldn't be just like standard creatures with more HPs, they should be special and have a deadly air of the unpredictable.

As a minion your Zombie spawn probably doesn't need the Zombie Weakness power, any critical hit is going to kill it anyway.

I hope these thoughts help, as always this is just my opinion.
 

Here is a quick example of what I might have done with the Draugr, taking what you presented as a base to work from. (sorry its such an interesting creature I couldn't help myself :p)

I might have been a little too enthusiastic with the design, but it would certainly be an interesting and serious threat! (if you don’t mind, I might add this to my ongoing “Book of Serious Threats”).

Draugr (dwarf vampire) Level 8 Solo Controller
Medium Shadow Humanoid (undead) XP 1,750

Initiative +7 Senses Perception +11, darkvision
HP 350; Bloodied 175; see Bloodied Transformation
AC 22; Fortitude 22, Reflex 20, Will 21
Immune disease, poison;
Resist 15 necrotic; Vulnerable 5 radiant
Saving Throws +5
Speed 5, see Stone Meld
Action Points 1

:bmelee: Clawed Swipe (Standard; at-will)
Attack +13 vs. AC; 1d8+5 damage

:melee: Rending Claws (Standard; at-will)
Draugr makes 2 Clawed Swipe attacks; if both these hit the same target it
is also immobilised and takes 5 ongoing necrotic damage (save ends both)

:melee: Vile Clutches (Standard; recharge :5::6:) necrotic
Attack +12 vs. Reflex; 2d6+5 necrotic damage; on hit target is dazed and
grabbed (escape ends both, target takes a -5 penalty to escape checks);
hit or miss Draugr may shift 3 squares after making this attack, pulling a
grabbed target with it and maintaining the grab; note Draugr cannot use
its Rending Claws attack while it has a target grabbed

:melee: Bloody Shredding (Standard; encounter) necrotic, healing,
grabbed target only
Grabbed target only; attack +12 vs. Fortitude; 2d8+5 necrotic damage;
on hit target is weakened (save ends); on miss target takes half damage;
hit or miss target is released from the grab and Draugr heals 45 HPs

:ranged: Crack Bone (Minor; at-will) necrotic, 1/round
Range 10; attack +12 vs. Fortitude; 1d10+2 necrotic damage; on hit
target is slowed (save ends)

:area: Choking Fog (Standard; encounter) necrotic
Area burst 1 within 15; attack +12 vs. Fortitude; 3d8+4 necrotic damage;
on hit target is immobilised (save ends), first failed save target is prone
and unconscious (save ends, an adjacent ally can revive with a DC 20
heal check)

Stone Meld
Draugr may pass through stone as part of a move action, but must end its
move in a clear square

Fog Step (Move; encounter) teleport
Draugr may teleport 8 squares as a move action

Bloodied Transformation (Immediate Reaction) when first bloodied
When first bloodied Draugr transforms into its Flayed Bear form (see
separate stat block) in a cloud of fog, all creatures adjacent to Draugr
when it transforms take 5 necrotic damage and are pushed 1 square

Alignment Evil Languages common, dwarven
Skills Athletics +14, History +10, Intimidate +13
Str 20 (+9) Dex 16 (+7) Wis 14 (+6)
Con 17 (+7) Int 12 (+5) Cha 18 (+8)

------

Flayed Bear (Draugr) Level 8 Solo Brute
Large Shadow Magical Beast (undead) XP 0

Initiative unchanged Senses Perception +11, darkvision
Black Fog (necrotic) aura 1; All creatures entering or starting their turn
inside the aura take 5 necrotic damage; all ranged attacks from outside
the aura take a -2 penalty to hit (concealment)
HP 175; considered bloodied; see Dying Spirit
AC 20; Fortitude 23, Reflex 20, Will 20
Immune disease, poison;
Resist 15 necrotic; Vulnerable 5 radiant
Saving Throws +5
Speed 5, see Stone Meld
Action Points 1

:bmelee: Ripping Bite (Standard; at-will)
Reach 2; attack +11 vs. AC; 2d8+5 damage; on hit target takes 5 ongoing
bleeding damage (save ends)

:melee: Flaying Maul (Standard; at-will)
2 claw attacks against a primary target; attack +11 vs. AC; 1d6+5
damage; if both attacks hit the target is slowed and takes 5 ongoing
bleeding damage (save ends both); hit or miss the Flayed Bear makes a
Ripping Bite attack against a secondary target

:close: Breath of Death (Standard; encounter) necrotic
Close blast 5; attack +9 vs. Reflex; 3d6+4 necrotic damage; on hit target
is weakened (save ends); on miss target takes half damage

:close: Rupture Wounds (Minor; recharge :5::6:)
Burst 5; targets bleeding creatures only; attack +9 vs. Fortitude; 5
damage; on hit until the end of the encounter target takes a cumulative
-2 penalty to saves against ongoing bleeding damage

:melee: Foggy Escape (Immediate Interrupt; encounter) teleport, targeted
by a melee attack
When Flayed Bear is targeted by a melee attack it swipes at the targets
face with its claw and teleports away as an immediate interrupt action;
attack +9 vs. Reflex; 1d6+5 damage; on hit target is blinded (save ends);
hit or miss Flayed Bear teleports 8 squares

Stone Meld
Flayed Bear may pass through stone as part of a move action, but must
end its move in a clear square

Dying Spirit (Immediate Reaction) on death
On death Flayed Bear collapses into a pool of necrotic energy and a the
Draugr's Black Spirit rises to make a desperate last stand (see separate
stat block)

Alignment Evil Languages understands common, dwarven
Skills Athletics +14, History +10, Intimidate +13
Str 20 (+9) Dex 16 (+7) Wis 14 (+6)
Con 17 (+7) Int 12 (+5) Cha 18 (+8)

----

Black Spirit (Draugr) Level 8 Solo Lurker
Small Shadow Humanoid (undead) XP 0

Initiative unchanged Senses Perception +11, darkvision
HP 25; considered bloodied
AC 22; Fortitude 20, Reflex 21, Will 20
Immune disease, poison;
Resist 15 necrotic, insubstantial; Vulnerable 5 radiant
Saving Throws +5
Speed 7, phasing

:bmelee: Spectral Swipe (Standard; at-will) necrotic
Attack +11 vs. Reflex; 2d6+5 necrotic damage; on hit target loses a
healing surge

:ranged: Desperate Domination (Standard; at-will) psychic
Range 5; attack +11 vs. Will; on hit target loses all current ongoing status
effects and is dominated (save ends)

:close: Fog the Senses (Standard; at-will) psychic
Burst 3; attack +11 vs. Will; 1d8+5 psychic damage; on hit target is
blinded and deafened (save ends)

Shadow Leap (Move; recharge 456) teleport
Black Spirit teleports 5 squares and gains combat advantage until the end
of its current turn against any creature it teleported adjacent to

Alignment Evil Languages common, dwarven
Skills Acrobatics +14, History +10, Intimidate +13
Str 10 (+4) Dex 20 (+9) Wis 14 (+6)
Con 17 (+7) Int 12 (+5) Cha 18 (+8)
 

Well I can't argue that the additions you've made make the Draugr a Serious Threat! I'm glad you liked my background for the critter, and if you don't mind, I'd like to add your treatment of the Draugr to my revised blog. I love using original folklore to find interesting and unique monsters.
 

Well I can't argue that the additions you've made make the Draugr a Serious Threat!

My philosophy was that it should be as difficult to fight as it was to spell its name correctly each time! :D

I'm glad you liked my background for the critter, and if you don't mind, I'd like to add your treatment of the Draugr to my revised blog. I love using original folklore to find interesting and unique monsters.

Yeah, I like it a lot, so much that a much higher level version of something similar might find its way into my own game. Maybe a level 24 version, hmmmmmmm dangerous.

Feel free to add anything of mine to your blog, just make sure to put my name to it (so that people know who to blame when PCs start hitting the floor!)
 

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