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MerztorlegonCreature 19


UncommonGargantuanDevilFiendUnholy
Source Pathfinder Adventure Path: Hell's Destiny
Perception +30 (greater darkvision)
Languages none
Skills Lore +37, Athletics +40, Intimidation +35, Religion +27
Str +11, Dex +5, Con +10, Int +4, Wis +6, Cha +2

AC 42; Fort +36; Reflex +28; Will +32; +1 status to all saves vs. magic
HP 440
Speed 20 feet
Immunities fire
Weaknesses Holy 20, Precision 20
Resistances Physical 20, Poison 20

Fist One Action +36 (+32, +28) to hit (agile, deadly 2d8, magical, reach 20, unholy) 4d8+17 Bludgeoning
Siege Hammer One Action +36 (+31, +26) to hit (deadly 2d12, magical, reach 20, unholy) 4d12+17 Bludgeoning

+1 Status to All Saves vs. MagicReactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Arrow Volley One Action (magical, unholy)

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 [/act demoralize] 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; [/act demoralize]; 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 One Action (manipulate)

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 Free Action

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Improved Push Free Action

Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.


Divine Innate Spells (DC 38, +30 to hit)

4th Level: Translocate, Translocate (At Will)
10th Level: Gate


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.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Devil

A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.