THE SHARED REFERENCE Adventurer

Monster

Doomguard Doom Lord

Outside your table’s allowed sources

Official reference · MPP · 2014

Creature type
Humanoid
Size
Small/Medium
Armor class
18 (plate armor)
Hit points
202 (27d8 + 81)
Speed
Walk 30 ft.
Challenge rating
12
Alignment
Any alignment
Strength
20
Dexterity
12
Constitution
16
Intelligence
15
Wisdom
14
Charisma
18
Passive Perception
16
Saving Throws
str: +9; con: +7
Skills
perception: +6
Languages
Common plus three more languages
Immunities
necrotic

Traits

Aura of Doom

Any creature that starts its turn within 10 feet of the doom lord must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesn't have the incapacitated condition, it can suppress or resume this aura at the start of its turn (no action required).

Siege Monster

The doom lord deals double damage to objects and structures.

Actions

Multiattack

The doom lord makes two Entropic Greatsword or Entropic Javelin attacks.

Entropic Greatsword

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.

Entropic Javelin

Melee Weapon Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.

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