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monster

Merregon

Merregon
Merregon
CR 4
Medium Fiend (devil), Lawful Evil
Reveal Stat Block
Armor Class
16 (natural armor)
Hit Points
45 (6d8 + 18)
Speed
30 ft.
str
18
+4
dex
14
+2
con
17
+3
int
6
-2
wis
12
+1
cha
8
-1

Traits

Devil's Sight.Magical darkness doesn't impede the merregon's darkvision.
Magic Resistance.The merregon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.
Halberd.mw 6 to hit, reach 10 ft., one target. ({@damage 1d10 + 4) slashing damage.
Heavy Crossbow.rw 4 to hit, range 100/400 ft., one target. ({@damage 1d10 + 2) piercing damage.
Reactions.Reactions the creature can take:
Loyal Bodyguard.When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.

Merregon

Merregons can't speak, and their telepathy is one-to-one. Their orderly ranks are easily confused if you slay their shouting masters.

Merregon

The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells' legionnaires, tasked with protecting the realm and its rulers against intruders.

Masks of Uniformity

Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: its commander and the layer of the Nine Hells it serves.

Fearless Obedience

Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight.