# Monsters
# Drauger
A draugur is an animated corpse that emerges from its grave mound, or one that shows restlessness on the road to burial. They spend their undead existence inside the mound, watching jealously over their possessions. Sometimes a draugur will leave its earthen home and haunt the surrounding countryside, attacking both humans and animals.
These hideous slain corpses have tremendous strength that greatly exceeds that of the living, and their skin is as black as death. As a rule, they are swollen almost to the size of an ox.
They prefer to wrestle in combat but may also use the weapons that were buried with them.
To permanently destroy a draugur, it is necessary to first decapitate it and then burn the body.
# Characteristics
| STR | CON | SIZ | DEX | INT | POW | CHA |
|---|---|---|---|---|---|---|
| 21 | 20 | 22 | 11 | 13 | 17 | 11 |
| Hit Points: 23 | Magic Points: 17 |
| Damage Modifier: +2D6 | Move: 7 |
Armor: 2-point armor on abdomen and chest, 5-point metal helmet.
Skills: Dodge 35%, Listen 50%, Spot Hidden 50%, Track 40%.
# Powers
Diseased Touch: Every time a hero is struck by a draugur’s claw, they must make a roll of CON×5 versus the draugur’s POW×5 or contract a disease that spreads through the body and rots the flesh. The first symptoms appear after 1D12 hours. The disease causes disfigurement and the loss of 1 point of CON per day. When a victim’s CON reaches 0, the hero dies. If a hero is successfully treated with magical healing before losing all CON points, the disease is cured, and they recover 1D3 CON points per day of rest.
Grapple: If a Grapple succeeds, the draugur grips its opponent and does its full damage modifier (normally 2D6) each round.
Hard to Kill: Suffers only half damage from weapons. Fire and magic do full damage.
Night Vision: Can see perfectly in the dark.
Unique Destruction Condition: A draugur keeps fighting until its hit points are reduced to –10 on either the abdomen, chest, or head, at which point it collapses. In 1D12 hours after being hacked to a new death, the draugur returns with all hit points restored unless the head is severed and the body is burned.
| Weapon | % | Damage |
|---|---|---|
| Claw | 60% | 1D6+2D6 |
| Sword | 70% | 1D8+1+2D6 |
| Grapple | 50% | See Grappling |
| Hit Location | D20 | Armor/HP |
|---|---|---|
| Right Leg | 01-04 | 0/8 |
| Left Leg | 05-08 | 0/8 |
| Abdomen | 09-11 | 2/10 |
| Chest | 12 | 2/10 |
| Right Arm | 13–15 | 0/7 |
| Left Arm | 16–18 | 0/7 |
| Head | 19–20 | 5/10 |
# Nykur
Nykur are horse-like creatures found in practically every bottomless pond or large, deep lake, as well as in rivers throughout Iceland
On the surface of frozen lakes, sometimes a booming noise can be heard, caused by the horsehide dragging along the underside of the ice cover. They live in herds under the surface of lakes and rivers but will sometimes emerge out of the water. If the lake is frozen, they will break the ice with tremendous force when coming to the surface.
They strongly resemble a healthy horse, usually grey in color, with a luxuriant mane and tail. The hoof of a nykur also resembles that of a regular horse, but it is hollow underneath to aid in swimming. The front of the legs are covered in long hair, while the back of the legs has shorter hair; this makes the hooves appear to be turned in the wrong direction.
Nykur are known for tempting people onto their backs, then plunging into the nearest water, drowning, and then eating their victims. It is considered dangerous to do ice fishing after nightfall, as a nykur may break the ice and drown anyone standing on it.
Some stories say that nykur can also shapeshift into the forms of any land or sea creature.
The only sure way to make a nykur flee back to its watery home is to shout its name: “nykur” or “nennie”.
| STR | CON | SIZ | DEX | INT | POW |
|---|---|---|---|---|---|
| 30-31 | 13 | 22 | 14 | 711 | 11 |
| Hit Points: 24 | Magic Points: 11 |
| Damage Modifier: +2D6 | Move: 14/8 (swimming) |
Armor: 4-point thick skin.
Skills: Dodge 35%, Hide 60%, Speak Other Language (Norse) 50%, Spot Hidden 70%, Swim 100%, Track 60%.
# Powers
Human Speech: Icelandic bears can understand and speak the Norse language, though they rarely speak to humans.
| Weapon | % | Damage |
|---|---|---|
| Bite | 40% | 1D3+2D3 |
| Kick | 35% | 1D6+2D6 |
| Rear and Plunge | 50% | 2D6+2D6 |
| Hit Location | D20 | Armor/HP |
|---|---|---|
| Right Hindleg | 01–02 | 2/5 |
| Left Hindleg | 03-04 | 2/5 |
| Hindquarter | 05-07 | 2/7 |
| Forequarter | 08-10 | 2/7 |
| Right Foreleg | 11–13 | 2/5 |
| Left Foreleg | 14-16 | 2/5 |
| Head | 17–20 | 2/6 |