Merztorlegon

Level 19
Creature· devilUncommonGargantuanRemaster
AC
42
HP
440
Speed
20 ft.
Perception
+30
Fort
+36
Ref
+28
Will
+32
Immunities fire
Resistances physical 20, poison 5
Weaknesses holy 20, precision 20
Skills athletics +40, intimidation +35, religion +27
Recall Knowledge DC 41 (religion)

Attacks

Melee Fist +36 (agile, deadly-2d8, magical, reach 20 ft., unholy), Damage 4d8+17 bludgeoning
Melee Siege Hammer +36 (deadly-2d12, magical, reach 20 ft., unholy), Damage 4d12+17 bludgeoning plus improved knockdown, improved push

Abilities

+1 Status to All Saves vs. Magic
Reactive Strike
Arrow Volley

Frequency once per round


Effect The vordines fire projectiles, dealing 7d8 piercing damage to creatures in a 10-foot burst within 200 feet (DC 38 reflex save).

Besieging Fury

A merztorlegon and their crew can creatures at a range of 120 feet and don't take a penalty for not sharing a language with the target.

Shoulder Ballista

A shoulder ballista is an extension of the merztorlegon's body, functioning as a siege weapon that shares the demon's space, can't be targeted, and ceases to function after the merztorlegon's death. Either the merztorlegon or their siege crew can Aim or Load the ballista, but only the crew can Launch it.

Aim 1 80 feet, minimum distance 30 feet

Load 1 (manipulate) 1 time

Launch 1 (attack, magical, manipulate, range increment 120 feet, unholy) 8d12 piercing, single target, DC 41 reflex

Siege Crew

Several vordines inhabit the siege tower and are an extension of the merztorlegon, use the devil's skill modifiers, and can't be targeted individually. On the siege devil's turn, the crew can take 2 actions that can be used only to launch an Arrow Volley; ; or to Aim, Load, or Launch the devil's shoulder ballista. Once the merztorlegon is reduced to half their maximum Hit Points, the siege crew is injured and takes only 1 action per turn.

Sunder Structures

A merztorlegon's melee Strikes deal an additional 3d12 untyped damage to items and structures.

Troop Transport

The merztorlegon gathers a willing adjacent troop into their siege tower or shunts a stored troop into an adjacent space. The devil can store only one troop at a time, during which time the troop can't take actions, can't be targeted by effects, can be transported by the devil's translocate spell, and increases the damage dealt by Arrow Volley by 2d8. If the merztorlegon is defeated, any stored troop immediately reappears in or adjacent to the siege devil's space.

Improved Knockdown
Improved Push

Merztorlegons are walking siege engines, their bodies bristling with ballistae and siege towers bolted to their shoulders. Their frontal armor leaves their back less defended, forcing Hell's commanders to support these juggernauts with infantry that can shield them from flanking strikes.