Age of Adventure

Draugr Skald

Medium Humanoid/Undead, Human Draugr, Skald, Undead Armies, Level 7

HP: 117 (7d8)

DgC/BC: 6/22

Speed: Normal: 6

Initiative: 0

Carrying capacity: 17

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

-1

STR

6

VIT

2

CHA

1

INT

-1

WIS

1

Skills

Allure: 2, Artistry: 5, Block: 10, Bluff: 1, Bravery: 1, Diplomacy: 2, Exertion: 6, Focus: 3, History: 2, Insight: 1, Intimidation: 3, Life Force: 7, Perception: 1, Resilience: 5, Sleight: 1, Society: 1, Stamina: 1, Toughness: 2

Specialisations

Checks Against Stress: +2, Dodge Class: -2, Max HP: +1, Melee Attacks: +1, Performance: +4, Swords: +2

Languages

Common, Necron

Abilities

Bardic Dice. Draugr Skald has ⨂d6 bard dice where ⨂ is equal to its Artistry. Draugr Skald regains its used bard dice at the end of its long rest.

Battlesong. While raging Draugr Skald uses one of its bardic dice on each damage roll.

Draugr Resilience. Draugr Skald is immune to cold damage and has advantage on all checks against system stress.

Inspiring Battledance. Whenever Draugr Skald uses one of its bardic dice on a damage roll it can chose another creature within 10 m. That creature immediately gains that dice.

Skald. Whenever Draugr Skald completely hits with a melee STR based attack it regains 1 bard dice.

Undead Nature. Draugr Skald does not need to eat or sleep and can spend full long rest doing light activity. Draugr Skald has resistance to necrotic damage and weakness to radiant damage.

Unstable. Whenever Draugr Skald takes damage, if it is not raging, it must make a Focus(WIS) check equal to half the damage taken or start raging immediately. It can chose to fail this check.

Actions

◆: Bardic inspiration. Draugr Skald gives one of its bardic dice to a creature other than itself, that can hear it, within 10 m, or within 10 m of a source of its voice. Once within the next 10 minutes the creature can add bard dice to a skill check or damage roll it makes. Only one bardic die can be added to a single skill check or damage roll, even if the creature has multiple available. Once the bardic die is rolled, or 10 minutes pass, it is lost.

◆: Rage. Draugr Skald starts to rage. While raging it cannot cast spells or use psionic abilities, unless they use VIT as a base ability. Draugr Skald must use at least one of its actions to attack a creature even if that means attacking its allies. If Draugr Skald cannot do it in any way, even using all its other actions, the rage ends. At the end of each of its turns, while it is raging, Draugr Skald can attempt Focus(WIS) check equal to 15 - the number of turns it is already raging. On success the rage ends. Draugr Skald gains a level of advantage on this check for every ally it dealt damage to during its turn. While Draugr Skald is raging it gains resistance to all physical damage and is immune to fear, mind control, charm and possession effects. If it is already affected, those effects immediately end. Draugr Skald can re-roll any damage dice made with strength based attacks and use second result. It gains +2 to all strength based attacks and -2 to all other attacks. Draugr Skald have advantage on Toughness and Resilience checks. If Draugr Skald is restrained it must try to break free one additional time once per turn as a free action. If Draugr Skald is stunned it must make another check against it as a free action at the beginning of its turn. While raging, Draugr Skald is immune to psychic damage. It uses STR in place of INT for all check. While raging all Draugr Skald's STR based melee attacks deal additional die of damage.

Equipment

1x Claymore

Level 0 Weapon, Sword

Coating: 2

Charging Swing. If This creature uses move or reposition actions its next attack with claymore on the same turn deals additional 1d8 damage of the type it already deals.

◆: Pommel Strike. Two-handed melee weapon attack. Exertion(STR) with disadvantage to hit. STR bludgeoning damage. On full hit This creature's next attack during this turn gains one level of advantage.

◆◆: Mordhau. Two-handed melee weapon attack. Exertion(STR) to hit. 1d8 + STR bludgeoning damage.

◆◆: Two Handed Slash. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit, 2d6 + STR slashing damage.

◆◆◆: Spinning Strike. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit, 2d6 + STR slashing damage to all creatures in range. Use same to hit against all of those creatures.

◆◆◆◆: Cut In Two. Two-handed melee weapon attack. Reach: 1 m. ⨂d8 slashing damage, where ⨂ is your STR. If you fully hit the target this attack deals 2d8 slashing damage. If the target is dropped to 0 HP it immediately dies and the body is cut in two and counts as destroyed.

, whenever a creature enters This creature's melee range: Cut Legs. Two-handed melee weapon attack. Reach: 1 m. Melee attack with disadvantage. Exertion(STR) to hit, STR slashing damage. The target must make Toughness(AGI) check equal to twice the damage taken, max 40, or all of their movement speeds are reduced to 0 until the end of its turn.

1x Chainmail

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.