Doomguard Doom Lord

(Morte's Planar Parade)

Small humanoid, Any alignment

Armor Class18 (plate armor)
Hit Points202 (27d8 + 81)
Speed30 ft.
STRDEXCONINTWISCHA
20 (+5) 12 (+1) 16 (+3) 15 (+2) 14 (+2) 18 (+4)
Saving ThrowsCon +7, Str +9
SkillsPerception +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesnecrotic
Condition Immunities—
Sensespassive Perception 16
LanguagesCommon plus three more languages
Challenge12

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 Attack Roll: +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 Attack Roll: +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.