b'Draugr \n'b'\n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  12 (leather armor)  Hit Points  19 (3d8+6)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX:  10 (+0)  CON:  15 (+2)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +4,  Perception  +2,  Stealth  +2  Damage Immunities  poison  Damage Resistances  fire  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft.; passive  Perception  10  Languages  understands the languages it knew in life but can\xe2\x80\x99t speak  Challenge  1/4 (50 XP) \n'b' Actions \n'b'\n'b'  Greataxe .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 8 (1d12 + 2) slashing damage, and once per round on the draugr\xe2\x80\x99s turn the target must make a DC 11  Constitution  saving throw. On a failure, the target is  incapacitated  until the beginning off the draugr\xe2\x80\x99s next turn. Creatures that are immune to being  poisoned  are not  incapacitated . \n'b'\n'b' About \n'b' Draugr smell of decay and the sea, and drip water wherever they go. 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. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. \n'b' The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit. \n'b'  Grim Crew . In the case of draugr who manifest when an entire ship sinks, these undead usually stay with the wreck of their ship. Some draugr may be found under the control of aquatic necromancers, while others may wander the seas as undead pirates aboard ghost ships. \n'b'  Lifeless . As animated corpses, draugr do not eat, sleep, or breathe.'