Merztorlegon

Level 19
Creature· devilUncommonGargantuanRemaster
AC 42
HP 440
Speed 20 ft.
Fort +36
Ref +28
Will +32
Perc +30
Size Gargantuan
Uncommon
Immunities fire
Resistances physical 20 (except silver), poison 20
Weaknesses holy 20, precision 20
Spells
Divine Innate Spells (DC 38, attack +30)
Skills athletics +40, intimidation +35, religion +27
Recall Knowledge religion DC 41

Attacks

Melee Fist +36/+32/+28(agile, deadly-2d8, magical, reach 20 ft., unholy)
Damage: 4d8+17 bludgeoning
Melee Siege Hammer +36/+31/+26(deadly-2d12, magical, reach 20 ft., unholy)
Damage: 4d12+17 bludgeoning
Effect: improved knockdown, improved push

Abilities

+1 Status to All Saves vs. Magicdefensive
Reactive Strikedefensive

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 Volleyoffensive(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 Furyoffensive

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

Shoulder Ballistaoffensive

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 Crewoffensive

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; 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 Structuresoffensive

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

Troop Transportoffensive(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 Knockdownoffensive

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry Effect The monster attempts to Trip the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Improved Pushoffensive

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

Description

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.