Doom Guard
Adversary overview
the most loyal and brutal solidgers of the Royal Eldermourne Family
The Doom Guard are the iron will of the Black Crown made flesh—an elite force forged not for honor, but for control. Handpicked and ruthlessly trained, they are sent where fear must be planted and obedience ensured. Clad in dark, imposing armor and marked by their unflinching loyalty to King Alaric, they do not question, they do not falter—they execute. To the people of Eldermourne, they are both shield and threat: protectors against the horrors beyond the walls, and a grim reminder that the Crown’s reach is absolute.
Stat block
Standard attack
Features
Passives
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Ramp Upfear 1
You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Actions
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Adrenaline Burstfear 1
Once per scene, spend a Fear to clear 2 HP and 2 Stress.
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Arcane Artilleryfear 1
Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 3d12 magic damage. Targets who succeed take half damage.
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Deathlockfear 1
Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by this adversary against a Deathlocked target deal direct damage. This adversary can only maintain one Deathlock at a time.
Reactions
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Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
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Brace
hen this adversary marks 1 or more HP, you can mark a Stress to mark 1 fewer HP.
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Doombringer
When a target marks HP from an attack by this adversary, all PCs within Far range of the target must lose a Hope.
Motives & tactics
Experiences
- enforcer +3
- Monster Hunter +3
Doom Guard
Tier 3 bruiser
the most loyal and brutal solidgers of the Royal Eldermourne Family
Motives & Tactics: Enforce, Brutalize, Overwhelm
Difficulty: 17 | Thresholds: 22 / 38 | HP: 7 | Stress: 5
ATK: +4 | Broadsword: Melee | 3d10+4 Physical
Experience: enforcer +3, Monster Hunter +3
HP:
Stress:
Features
Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Ramp Up – Passive: You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Adrenaline Burst – Action: Once per scene, spend a Fear to clear 2 HP and 2 Stress.
Arcane Artillery – Action: Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 3d12 magic damage. Targets who succeed take half damage.
Deathlock – Action: Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by this adversary against a Deathlocked target deal direct damage. This adversary can only maintain one Deathlock at a time.
Brace – Reaction: hen this adversary marks 1 or more HP, you can mark a Stress to mark 1 fewer HP.
Doombringer – Reaction: When a target marks HP from an attack by this adversary, all PCs within Far range of the target must lose a Hope.
Doom Guard
The Doom Guard are the iron will of the Black Crown made flesh—an elite force forged not for honor, but for control. Handpicked and ruthlessly trained, they are sent where fear must be planted and obedience ensured. Clad in dark, imposing armor and marked by their unflinching loyalty to King Alaric, they do not question, they do not falter—they execute. To the people of Eldermourne, they are both shield and threat: protectors against the horrors beyond the walls, and a grim reminder that the Crown’s reach is absolute.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Doom Guard Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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