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 their infernal plane and its rulers against intruders.

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: the commander it serves and the layer of the Nine Hells it protects.

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 never retreat from a fight.

Merregon

Medium fiend (Devil), Typically Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances cold; bludgeoning,piercing,and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities fire,poison
  • Condition Immunities frightened,poisoned
  • Skills
  • Senses darkvision 60 ft.,passive Perception 11
  • Languages understands Infernal but can't speak,telepathy 120 ft.
  • Challenge 4

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 three Halberd attacks.

Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Reactions

Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack roll, the merregon causes itself to be hit instead.