This hulking, demonic humanoid emanates immense power and malevolence. Its skin is blood red, and large batlike wings stretch from its back. Dark flame engulfs its sword as its green-glowing eyes settle upon its next kill.
When mortals recall the brutal terror of the Burning Legion's armies, they likely think first of the doomguard. These ironfisted demons serve as the Burning Legion's captains and generals. Countless worlds have fallen to their brilliant and ruthless military tactics.
A doomguard's prowess at commanding large-scale battles does not reduce the demon's hunger for personal combat. In any conflict, a doomguard brings its powerful demonic abilities to where they can do the most damage, viciously slaughtering enemy troops or personally eliminating a bothersome mage.
While most doomguard remain unquestioning and loyal servants to the lords of the Burning Legion (nathrezim and pit lords, among others), some ascend to this tier of command themselves and are among the most powerful demons in the Legion. In fact, most demons that remain in Azeroth after the failure of the second invasion are now under the control of various doomguard lords, ruling from such places as Jaedenar, Mannoroc Coven, and the Tainted Scar.
A typical doomguard stands about 10 feet tall and weighs about 4,000 pounds though some become much larger.
Doomguard speak Eredun, and many also speak one or more languages of the mortal races as well.
A doomguard generally uses shadow strike and unholy aura before entering combat, and focuses first on what it considers the most dangerous opponent ( m o s t often a spellcaster); it uses shadowburn or its quickened immolate to finish that opponent. After one enemy is down, the doomguard focuses on the next biggest threat, picking off each opponent one by one, or it may use area attacks, such as rain of fire or hellfire, especially if it is accompanied by allies that are immune to fire damage.
The doomguard presented above is armed with a falchion but individual doomguard have also been known to also favor scimitars, longswords, or greatswords (most of them similarly enchanted).
Mortal Infection (Su): A wound left by a doomguard's attack may become infected with fel energy, weakening the effects of magical healing. A creature the takes damage from a doomguard's attack must make a DC 25 Fortitude save or be tainted for 2d4 rounds. Any curing spell or ability used on a tainted creature heals only half the normal amount of hit points. The save DC is Charisma-based.
Spell-Like Abilities: At will—blasphemy (DC 23), dominate monster (DC 25), greater dispel magic, immolatef (DC 21), rain of fire (DC 21), shadow strike, unholy aura (DC 24); 1/day—hellfiref (DC 24), shadowburnf (DC 24). Caster level 18th; save DCs are Charisma-based.
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unholy aura (DC 24); 1/day—hellfiref (DC 24), shadowburnf (DC 24). Caster level 18th; save DCs are Charisma-based.
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