MERREGON – 5e stats

Medium fiend (devil), lawful evil

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

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)14 (+2)17 (+3)6 (-2)12 (+1)8 (-1)

Saving Throws (suggested) Str +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Infernal but can’t speak, telepathy 120 ft.
Challenge 4 (1100 XP)

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.

Regeneration (suggested). The merreneloth regenerates 1 hit point per round unless it has 0 hit points.

ACTIONS

  • Multiattack. The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, 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, the merregon causes itself to be hit instead.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Merregons are fiendish creatures that serve as the foot soldiers of the Nine Hells. They are created from the souls of fallen warriors who served evil in life, and are bound to eternal servitude in death. Merregons have deep red skin, sharp teeth, and no facial features. They wear metal masks that indicate their rank and allegiance, and are outfitted with various weapons and armor. Their left arms are bloated and studded with iron, with a small vestigial hand hanging from the limb. Merregons are identical to each other, and have no sense of individuality or initiative.

COMBAT

Merregons are loyal and fearless fighters, who obey their commanders without question or hesitation. They fight in organized ranks, using their telepathy to coordinate their movements and tactics. They share a magical link that allows them to distribute their vitality among each other, making them more resilient to damage. Merregons are resistant to cold and nonmagical weapons, and immune to fire and poison. They can wield longswords, shields, longbows, or other weapons as assigned by their superiors.

HABITAT / SOCIETY

Merregons inhabit the Nine Hells, where they serve as the main infantry force of the infernal armies. They are deployed to various layers of the realm, depending on their commander’s orders and objectives. Merregons have no culture or society of their own, and live only to serve their masters. They have no free will or personal goals, and never question or disobey the infernal hierarchy. Merregons are often led by higher-ranking devils, such as bearded devils, horned devils, or pit fiends.

ECOLOGY

Merregons are unnatural beings that do not belong to the natural order of life. They are created from corrupted souls that are twisted and molded into fiendish forms by the power of the Nine Hells. Merregons do not reproduce or grow, but remain in a constant state of existence until they are destroyed. Merregons do not eat or drink, but sustain themselves on the energy of their realm. Merregons have no impact on the environment, except for spreading death and destruction in the name of their masters.