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.