CE Medium undead (water)
Init +0; Senses darkvision 60 ft., Perception +6
AC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
hp 19 (3d8+6)
Fort +2, Ref +1, Will +3
DR 5/bludgeoning or slashing; Immune undead traits; Resist fire 10
Speed 30 ft., swim 30 ft.
Melee greataxe +5 (1d12+4/×3 plus nausea) or slam +5 (1d10+4 plus nausea)
Str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13
Base Atk +2; CMB +5; CMD 15
Feats Power Attack, Toughness
Skills Climb +9, Perception +6, Stealth +6, Swim +11; Racial Modifiers +8 Swim
Languages Common (cannot speak)
A creature that is damaged by a draugr must make a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Charisma-based.
Draugr Captain (CR 3) Draugr captains have malevolent, burning red eyes. They may be more richly dressed than other draugr, though their clothes are always in a similar tattered condition.
A draugr captain is a draugr with the advanced simple template. In addition to this, most draugr captains have additional class levels, usually as barbarians, fighters, or rogues. Draugr captains can also use obscuring mist as a spell-like ability (CL 5th, concentration +8) three times per day, and instead of causing nausea with a successful hit, they bestow 1 negative level on a hit. A draugr captain can even bestow a negative level via a weapon it wields, but if it gains multiple attacks with a weapon, it can only bestow 1 negative level per round in this manner.