# Devil, Merregon (Legion Devil) >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >longsword: 1d8 (19-20/×2) > >slam: 1d4 (×2) > >Melee/Ranged: +6/+6 > >Secondary: +1/+1 > >Multiattack: +4/+4 > >M/R_PA: +6/+6 > >2nd/PA: +1/+1 > >MA_PA: +4/+4 > >Itterative: 1 > > xDmg:: Str: +3; Str2: +4; StrOH: +1; StrPA: +3; StrPA2H: +4; StrPAOH: +1 > > xDCs:: Str: 14; Dex: 14; Con: 13; Int: 9; Wis: 11; Cha: 11 > > xFeat:: 2/2 (0) > > xClasSkil:: Acrobatics, Climb, Heal, Perception, Ride > > SaveDiff:: +/- 2 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Merregon (Legion Devil)</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Fiendish Codex 2</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LE Medium Outsider (devil, evil, lawful) **Init** +3 **Senses** see in darkness; **Perception** +0 #### defense **AC** 21, 13 touch, 18 flat-footed (+3 armor, +3 Dex, +2 natural, +3 shield) **hp** 21 (3d10+6) **Fort** +3, **Refl** +6, **Will** +5 **Feint** 13, **Demoralize** 13 **DR** 5/magic **Immune** fear, fire, poison; **Resist** acid 10, cold 10 #### offense **Speed** 30 ft. **Melee** mwk longsword +7 (1d8+3/19-20), slam +1 (1d6+1) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** s advance, s battle skill, s defenses, s mind, s strength, shield arm **Spell-Like Abilities** (CL 5th; Concentration +5) > **1/day**— summon (level 3, 1 legion devel at 35%) #### statistics **Str** 17, **Dex** 17, **Con** 15, **Int** 6, **Wis** 10, **Cha** 10 **BAB** +3, **CMB** +6, **CMD** 19, **TA** +6, **RTA** +6 **Skills** Acrobatics +6, Climb +6, Heal +3, Perception +0, Ride +6 **Languages** #### special abilities ### Legion's Advance (Su) As a move action, a legion devil can immediately teleport to a space adjacent to any other legion devil within 100 feet. The legion devil can continue its turn after using this ability as normal. ### Legion's Battle Skill (Ex) Trained and experienced in working together, legion devils gain a +4 bonus on attack rolls for every other legion devil within 60 feet. ### Legion's Defenses (Su) If a spell, supernatural ability, or other effect that allows a saving throw targets more than one legion devil, all the devils use the highest d20 result rolled by the group. If three legion devils are caught in a fireball and the d20 rolls for their saves are 17, 5, and 8, all three devils use 17 as the result of their roll before adding any modifiers. ### Legion's Mind (Su) If a mind-affecting spell or ability targets a single legion devil, the devil and all other devils within 60 feet make saving throws against it. If any devil succeeds, all the devils succeed. If all the devils fail, they all suffer the effect of a failed save. ### Legion's Strength (Su) Legion devils combine their physical vitality into one single pool of strength. In many battles, legion devils seem to absorb blow after blow, fighting on despite massive injuries, until a single decisive attack against one causes all of them to fall to the ground, slain. Legion devils combine their hit points into one large pool. Any damage that a legion devil takes comes from this hit point pool. If the pool is reduced to 0, all the legion devils in it immediately die. A legion devil gains the pool's benefits as long as it remains within 100 feet of the rest of the group. If forced to move farther away, the legion devil reclaims some of its hit points. Divide the hit points in the pool by the number of devils in the group. The devil forced out of the group gains that many hit points, and the pool loses a like number. If the share is less than 1, the devil immediately dies and the pool does not lose any points. By the same token, if any devil receives healing apply it to the devils' total pool. ### Shield Arm (Ex) The left arm of a legion devil is enlarged and heavily armored, providing it with a +3 shield bonus to its Armor Class. A legion devil can also use this arm to make a bashing attack as a secondary weapon. A legion devil does not lose its arm's shield bonus when it attacks in this manner. An arm bash deals 1d6 points of bludgeoning damage.