This ragged humanoid is lean and ravaged by decay with bits of bone showing beneath waterlogged, blue-green rotting flesh. Its clothes hang in tatters and its weapons are pitted and rusted.
Draug CR 4
Speed 30 ft., swim 30 ft.
Melee cutlass +6 (1d6+2/19–20) or 2 claws +5 (1d4+2)
Special Attacks call storm
Str 14, Dex 15, Con —, Int 12, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Alertness, Great Fortitude, Weapon Focus (cutlass)
Skills Acrobatics +5, Climb +8, Escape Artist +5, Perception +10, Profession (sailor) +6, Sense Motive +4, Stealth +8, Survival +5, Swim +17; Racial Modifiers +4 Swim
SQ control ship
Gear rusty cutlass
Once per day, a draug can summon inclement weather to harass its opponents. The effects are felt immediately (i.e., there is no gradual shift in the weather). Otherwise, this ability is identical to the control weather spell (caster level 6th).
A draug has full control over its vessel (wind notwithstanding) so long as it remains at the wheel or within 20 feet of the helmsman. Should it leave the area, its ship meanders in a random direction until the draug regains control. A draug also imbues its ship with special abilities (see Draug Ships).
New Weapon: Cutlass (Martial One-Handed Melee Weapon)
Cost 15 gp; Damage 1d4 (S), 1d6 (M); Crit 19–20/x2, Weight 3 lb., Type slashing.
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
The ship appears as it did at the time of its demise. The sails are tattered and the decks covered with seaweed. When a draug is at the helm, the “ghost ship” gains the following powers:
Regardless of the condition of the hull, a draug-piloted ship remains afloat in any weather conditions. It is not affected by wind of any type (though the draug can still use the wind to maneuver and sail the ship) and can even sail against gale-force winds. Strong waves may toss the ship about, but will not capsize it as a result.
A draug ship is so waterlogged and infused with negative energy that it is completely immune to all fire effects.
The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies (see that entry). A draug looks as it did in life, wearing the same clothes and bearing the same possessions it held at the moment of death. The arrival of a draug is often taken as a death portent, for even if it does not attack, some dire circumstance is likely to befall the witness. A draug often acts as a death token, rising out of the sea and staring at or pointing a bony finger at a sailor fated to drown.
Draugs are jealous of the living and try to bring death and misfortune to them at every opportunity. They have been known to suddenly appear in a sea mist and climb aboard the ships of the living. A draug’s favored form of attack is with its cutlass, though if disarmed it uses its claws to attempt to grapple an opponent, leaping back into the waves in an effort to drown the unfortunate victim.
Draug from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.