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Doom Guard

Adversaries Designed by Spencer wills

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

Tier
3
Type
Bruiser
Difficulty
17
HP
7
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
22
Major Damage — Mark 2 HP Major
Mark 2 HP
38
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Broadsword
Range: Melee
Damage: 3d10+4
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Ramp Up
    fear 1

    You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.

Actions

  • Adrenaline Burst
    fear 1

    Once per scene, spend a Fear to clear 2 HP and 2 Stress.

  • Arcane Artillery
    fear 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.

  • Deathlock
    fear 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

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Brace

    hen this adversary marks 1 or more HP, you can mark a Stress to mark 1 fewer HP.

  • 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

Enforce Brutalize Overwhelm

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.

Discussion

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