b'Draugr Crew \n'b'  Family:   Draugr  \n'b'\n'b'  Huge swarm of Medium   undead ,  chaotic evil  \n'b'  Armor Class  17 (half plate armor)  Hit Points  247 (26d12+78)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 21 (+6) DEX:  18 (+4)  CON:  16 (+3)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Str  +10  Damage Immunities  poison  Damage Resistances  fire  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  prone ,  restrained ,  stunned   Skills   Athletics  +14,  Stealth  +8  Senses   darkvision  60 ft., passive  Perception  12  Languages  Common  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'\n'b'  Innate Spellcasting . A draugr crew\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  3/day :  charm person , obscuring mist \n'b'\n'b'  Part of the Ship, Part of the Crew . Any humanoid killed by the draugr crew rises as a draugr 1d4 rounds later, healing the draugr crew by a number of  hit points  equal to twice the humanoid\xe2\x80\x99s Hit Dice. \n'b'  Swarm . The draugr crew can occupy another creature\xe2\x80\x99s space and vice versa, and the crew can move through any opening large enough for a Medium draugr. The draugr crew can\xe2\x80\x99t regain  hit points  except through its Part of the Ship, Part of the Crew trait. \n'b'\n'b' Actions \n'b'\n'b'  Volley of Blows .  Melee Weapon Attack : +8 to hit, 0 ft. reach, four creatures in the draugr crew\xe2\x80\x99s space.  Hit : 19 (2d12 + 6) slashing damage, or 12 (1d12+6) damage if the draugr crew has less than half of its  hit points . Any creatures damaged by the draugr crew must succeed a DC 17  Constitution  saving throw. On a failure, the creature is  incapacitated  until the beginning off the draugr crew\xe2\x80\x99s next turn. Creatures that are immune to being  poisoned  are not  incapacitated . \n'b'  Press Gang (1/Day) . The draugr crew can cast  dominate person  on one creature that is already  charmed  by the crew, requiring a DC 15  Wisdom  saving throw made with disadvantage to negate the effect. \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.'