Doom Guard (CR 4)

Medium Construct
Alignment: Always neutral
Initiative: +0
Languages: Cannot speak

AC: 18 (+8 full plate), touch 10, flat-footed 18
Hit Dice: 5d10 (27 hp)
Fort +1, Ref +1, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -1
Attack: Longsword +8 melee
Full Attack: Longsword +8 melee
Damage: Longsword 1d8+5
Special Attacks/Actions:
Abilities: Str 20, Dex 10, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct, magic immunity
Feats: -
Skills: -
Advancement: 6-10 HD (Medium-size), 11-15 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None

Source: Converted

Magic Immunity (Ex): A doom guard is immune to all spells, spell-like abilities, and supernatural effects, except as follows. 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.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

The doom guard is an unsubtle and straightforward opponent. When their instructions call for them to engage in combat, they simply move toward their intended target and strike with their weapons. Subtle planning can often enable a party to outwit doom guards without having to battle them one-on-one. Most doom guards are armed with some manner of sword, axe, or bludgeon. In rare cases (about 1 in 10), they are equipped with heavier or lighter weapons.

The Doom Guard first appeared in the Ravenloft MCA.