b'Draugr Captain \n'b'  Family:   Draugr  \n'b'\n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13 (leather armor)  Hit Points  90 (12d8+36)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX:  12 (+1)  CON:  17 (+3)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  15 (+2)  \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  2 (450 XP) \n'b' Actions \n'b'\n'b'  Multiattack . The draugr captain makes two greataxe attacks. \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 captain\xe2\x80\x99s turn, the target must succeed on a DC 13  Constitution  saving throw or its hit point maximum is reduced by 5. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this  attack  rises 24 hours later as a draugr under the draugr captain\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The draugr captain can have no more than twelve draugr under its control at one time. \n'b'  Mist (3/Day) . The daugr captain creates a 20-foot-radius sphere of fog centered on its space. The sphere spreads around corners, and its area is lightly obscured. Anything more than 5 feet away through the fog is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \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.'