Dark Fantasy
A fractured world of rust, bone, and fog. Draugheim lies atop the remnants of two forgotten cataclysms — one born of magic, the other of machines. In the ash of the past, humans, skeletal nobles, and wandering automatons struggle to coexist while the ancient threat stirs once more in the dark. Trade endures, cities stand, and blood still flows.
Author's Note: Draugheim is a magopunk dark fantasy world inspired by Norse gloom, post-apocalyptic decay, and faction-driven survival. Magic is feared but revered, technology rusts but endures. Skeletons rebuild their empire with memory and ritual. Humans govern through guilds, trade, and fragile peace. Automatons preserve history in motion, haunted by their creators.
Played | 0 times |
Cloned | 0 times |
Created | 40 days ago |
Last Updated | 29 days ago |
Visibility | Public |

HP Range8 - 64 (Avg: 36)
AC13
XP450
Details
Size | Medium |
Type | Undead |
CR | 2 |
XP | 450 |
Languages | Common |
Defenses
Armor Class | 13 |
HP Range | 8 - 64 (Avg: 36) |
Damage Vulnerabilities | None |
Damage Resistances | |
Damage Immunities | |
Condition Immunities | , , |
Actions
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.