Gargantuan Humanoid/Swarm/Undead, Human Draugr, Militia, Undead Armies, Level 6
HP: 143 (2d8, 2d10, 2d12)
DgC/BC: 1/35
Speed: Normal: 9
Initiative: -2
Carrying capacity: 20
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
-4
STR
9
VIT
9
CHA
-2
INT
0
WIS
0
Block: 16, Bravery: 1, Diplomacy: 1, Dodge: 1, Exertion: 8, Focus: 2, Insight: 1, Intimidation: 6, Life Force: 6, Perception: 1, Research: 1, Resilience: 4, Sleight: 2, Society: 1, Stamina: 1, Stealth: 2, Toughness: 4
Block Class: +1, Checks Against Fear: +1, Checks Against Stress: +2, Dodge Class: -2, Halberds: +1, Initiative: +1, Movement: +3, Pikes: +3, Staffs: +1, Swords: +2
Common, Necron
Alert. Draugr Horde cannot be surprised and has advantage on initiative rolls.
Draugr Resilience. Draugr Horde is immune to cold damage and has advantage on all checks against system stress.
Hard to Hide. Draugr Horde has double disadvantage on stealth checks.
Polemaster. Whenever Draugr Horde hits with a staff, pike or a halberd it can immediately move 1 m without provoking reactions from the target.
Swarm. Draugr Horde has resistance to all single target attacks and vulnerability to all area effects. Whenever Draugr Horde makes single target attack it can attack any number of creatures within range instead.
Tough. Once per long rest, when Draugr Horde drops to 0 HP, but isn't outright killed, it can immediately use one of its hit dice, adding its Toughness(VIT) to the roll and healing itself for that amount. It still gets 1 level of system stress. Whenever Draugr Horde is forced to make a skill check, it can spend one of its hit dice and add it to the roll.
◆: Scare. Creatures within 3 m must make Bravery(CHA) check equal to 8 + Draugr Horde's Intimidation(CHA) or be feared by it for one minute. If a creature succeeds on a check, they get immunity to this ability until the end of their long rest. Feared creatures can use ◆ to try to repeat the saving throw ending fear condition on success.
Level 0 Armour, Medium Armour
Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 19 Resilience(VIT) check to gain the benefits of the long rest.
10 min: Dress Or Undress. You dress or undress Chainmail.
Level 0 Weapon, Shield
Create opening. Whenever a melee attack misses This creature while it is using this shield it can immediately use ⮌ to make one shield bash attack.
◆◆: Shield Bash. Melee weapon attack. Exertion(STR) to hit, 1d6 + STR bludgeoning damage
⮌, whenever This creature is declared target of melee attack: Counter Bash. Melee weapon attack. Make shield bash attack with disadvantage against the attacker. On full hit, the target makes their attack with disadvantage.
Level 0 Weapon, Pike
Coating: 1
Keep at Distance. Whenever This creature completely hits with this weapon it can immediately move to the limits of its reach with this weapon directly away from the target without provoking reactions from it.
◆: Shaft Strike. Melee weapon attack. Exertion(STR) to hit. STR bludgeoning damage. On full hit This creature's next attack during this turn gains one level of advantage.
◆◆: Thrust. Melee weapon attack. Reach: 1 m. Exertion(STR) to hit. 1d8 + STR piercing damage.
◆◆◆: Power Thrust. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit. 3d8 + STR piercing damage.
⮌, Whenever a creature enters This creature's reach: Brace. Melee weapon attack. Reach: 1 m. Exertion(STR) to hit. 1d6 + STR piercing damage.