Legion Devil (Merregon) (CR 3)
AC: 21 (+3 Dex, +2 natural, +3 armor, +3 shield), touch 13, flat-footed 18
Hit Dice: 3d8+6 (19 hp); DR: 5/magic
Fort +5, Ref +6, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Melee: mwk longsword +8 and shield arm bash +1; Ranged: longbow +6
Damage: mwk longsword 1d8+3/19-20, shield arm bash 1d6+1, longbow 1d8/x3
Special Attacks/Actions: legion's advance, summon baatezu
Attack Options: legion's battle skill
Abilities: Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 10
Special Abilities: legion's battle skill, summon baatezu
Special Qualities: Immunities: fire, poison, fear; Resist acid 10, cold 10; evasion
Feats: Iron Will, Mobility, Weapon Focus (longsword)
Skills: Climb +8, Craft (weaponsmithing) +4, Heal +6, Intimidate +6, Jump +8, and Ride +9
Advancement: by character class (usually fighter)
Climate/Terrain: Nine Hells of Baator
Organization: Individual (rare), Team (5-7), Troop (8)
Treasure/Possessions: coins, studded leather armor, masterwork longsword, longbow with 20 arrows
Fiendish Codex II
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.
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.
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.
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 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.
Summon Baatezu (Sp) Once per day, a legion devil can attempt to summon another legion devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell (CL 5th).
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).