Doomguard Doom Lord

Small humanoid, any alignment

Armor Class

18 (plate armor)

Hit Points

202 (27d8 + 81)

Speed

30 ft.

Saves

str +9, con +7

Skills

perception +6

Damage Immunities

necrotic

Languages

Common plus three more languages

Challenge

12

Proficiency Bonus

+4

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 or 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.