b'Draugr, Land \n'b'  Family:   Draugr  \n'b'  Medium   undead  (shapechanger),  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  82 (11d8 + 33)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  16 (+3)  CON:  16 (+3)  INT:  11 (+0)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +5,  Stealth  +7  Damage Resistances  necrotic  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons; poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision \xc2\xa060 ft., passive  Perception  15  Languages  the languages it knew in life  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'\n'b'  Draugr Weaknesses . If a piercing weapon made of iron is driven into the draugr\xe2\x80\x99s heart while the draugr is incapacitated in its resting place, the draugr is  paralyzed  until the stake is removed. \n'b'  Earth Glide . The draugr can burrow through nonmagical, unworked earth and stone. While doing so, the draugr doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  Foment Madness . Any creature that isn\xe2\x80\x99t undead that starts its turn within 30 feet of the draugr must succeed on a DC 13  Wisdom  saving throw, or it hears maddening whispers in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the  confusion  spell for 1 minute (no concentration required by the draugr). While under the effect of that  confusion , the creature is immune to Foment Madness. \n'b'  Innate Spellcasting . The draugr\xe2\x80\x99 spellcasting ability is  Charisma  (spell save DC 14). The draugr can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At Will :  dancing lights ,  darkness  \n'b'  1/day :  augury ,  bestow curse ,  contagion ,  control weather ,  nightmare  \n'b'\n'b'  Misty Escape . When it drops to  0 hit points  outside its resting place, the draugr transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. If it can\xe2\x80\x99t transform, it is destroyed. While it has  0 hit points  in mist form, it can\xe2\x80\x99t revert to its draugr form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its draugr form. It is then  paralyzed  until it regains at least 1 hit point. After spending 1 hour in its resting place with  0 hit points , it regains 1 hit point. \n'b'  Rampage . When the draugr reduces a creature to  0 hit points  with a  melee attack  on its turn, the draugr can take a bonus action to move up to half its speed and make a bite  attack . \n'b'  Regeneration . The draugr regains 10  hit points  at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight. If 96 | the draugr takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the draugr\xe2\x80\x99s next turn. \n'b'  Shapechanger . The draugr can use its action to  polymorph  into a Small seal (10 ft., swim 60 ft.), Large bull (30 ft.), Large horse (60 ft.), or Tiny cat (40 ft., climb 30 ft.) or a Medium cloud of mist, or back into its true form. While in its animal forms, the draugr can\xe2\x80\x99t speak. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the draugr can\xe2\x80\x99t take any  actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on  Strength ,  Dexterity , and  Constitution  saving throws, and it is immune to all nonmagical damage. \n'b'  Sunlight Sensitivity . While in sunlight, the draugr has disadvantage on attack rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Stench . Any creature that starts its turn within 5 feet of the draugr must succeed on a DC 15  Constitution  saving throw or be  poisoned  until the start of its next turn. On a successful saving throw, the creature is immune to the draugr\xe2\x80\x99s Stench for 24 hours. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack (draugr Form Only) . The draugr makes two attacks, only one of which can be a bite  attack . \n'b'  Slam (Bull or Horse Form Only) . Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.  Hit : 10 (1d10 + 5) bludgeoning damage or 16 (2d10 + 5) bludgeoning damage when enlarged. \n'b'  Unarmed Strike (Draugr Form Only) . Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.  Hit : 9 (1d8 + 5) bludgeoning damage or 14 (2d8 + 5) bludgeoning damage when enlarged. Instead of dealing damage, the draugr can grapple the target (escape DC 18). \n'b'  Bite (Cat, Seal, or Draugr Form Only) . Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is  grappled  by the draugr, incapacitated, or  restrained .  Hit : 8 (1d6 + 5) piercing damage or 12 (2d6 + 5) piercing damage when enlarged plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the draugr regains  hit points  equal to that amount. The 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 in this way and then buried in the ground rises the following night as a draugr spawn under the draugr\xe2\x80\x99s control. \n'b'  Enlarge (Recharges after a Short or Long Rest) . For 1 minute, the draugr magically increases in  size , along with anything it is wearing or carrying. While enlarged, the draugr is Large, doubles its damage dice on  Strength -based weapon attacks (included in the attacks), and makes  Strength  checks and  Strength  saving throws with advantage. If the draugr lacks the room to become Large, it attains the maximum  size  possible in the space available. \n'b'  Swallow (Enlarged Cat, Seal, or Draugr form only) . The draugr makes one bite attack against a Medium or smaller target it is grappling. If the  attack  hits, the target is swallowed, and the grapple ends. The swallowed target is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the draugr, and it takes 10 (3d6) necrotic damage at the start of each of the draugr\xe2\x80\x99s turns. The draugr can have only one target swallowed at a time. If the draugr dies, a swallowed creature is no longer  restrained  by it and can escape from the corpse using 5 feet of movement, exiting  prone . \n'b'\n'b' About \n'b' This blue-black, bloated corpse stalks forward with malign intent.\xc2\xa0 \n'b' The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living. \n'b' Perhaps most distressing of the draugr\xe2\x80\x99s traits are its perpetual hunger. It craves flesh of all types, but its undead state can never be satiated. It will fall upon anything living and rip it apart, gulping the flesh down in chunks.'