# Doom Guard
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >longsword: 1d8 (19-20/×2)
> >Melee/Ranged: +10/+5
> >Secondary: +5/+0
> >Multiattack: +8/+3
> >M/R_PA: +10/+5
> >2nd/PA: +5/+0
> >MA_PA: +8/+3
> >Itterative: 1
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 17; Dex: 12; Con: 12; Int: 12; Wis: 12; Cha: 7
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Doom Guard</div>
<div class="CR">CR 4 (1,200 XP)</div>
<div class="SOU">Converted</div>
<div class="SYS">Dungeons & Dragons OSR</div></div>
N Medium Construct
**Init** +0
**Perception** +0
#### defense
**AC** 18, 10 touch, 18 flat-footed (+8 armor)
**hp** 45 (5d10+20)
**Fort** +1, **Refl** +1, **Will** +1
**Feint** —, **Demoralize** —
**Immune** magic
#### offense
**Speed** 30 ft.
**Melee** longsword +10 (1d8+5)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** immunity to magic
#### statistics
**Str** 20, **Dex** 10, **Con** —, **Int** —, **Wis** 11, **Cha** 1
**BAB** +5, **CMB** +10, **CMD** 20, **TA** +10, **RTA** +5
**Skills** Perception +0
**Languages**
#### special abilities
### Immunity to Magic (Ex)
A doom guard is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below. Lightning-based effects deal normal damage to a doom guard. A transmute metal to wood spell deals 1d6 points of damage per caster level. Fire and cold-based effects deal half damage to a doom guard, and no damage if the doom guard succeeds at its saving throw.