# 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.