Sunday 9 September 2018

Monster Review - The Merregon [Mordenkainen's Tome of Foes, 166]


Image result for merregon art mordenkainenThe Merregon is one of a legion of new monsters introduced in Mordenkainen's to flesh out the hierarchy of Team Fiend. Based on an unthinking, automaton-like soldier, he is the G.I. of Avernus - the banal evil marching to Hell's drum.

These foot-soldiers of Old Scratch are fairly old themselves, having been in  Third Edition and Pathfinder supplements, and they really help bulk out the armies of Hell without having a CR budget that looks more like a phone number. Let's march on to the Merregon:






Art
I adore this piece. The strange, slightly-too-low facial mask is perfect uncanny valley fodder, and manages to be chilling whilst evoking the Merregon's focus on uniformity and discipline. There is a fear not just of being physically defeated but of being assimilated and dehumanised by a faceless mass. It even has a sort of beatific calm to the face - standing in gross juxtaposition to the violence which typifies a Merregon's existence.

The focus on armour makes the Merregon seem almost mechanical rather than organic, but there are clear burly arms holding aloft the halberd. The creature seems to even stand in a way that shows submission before another authority. This is a great example of art reflecting fluff, and the subtle horror of this image made me immediately want to throw some at my players.

Purpose and Tactics
The Merregon's is not to reason why, his is but to do and die. As plodding poor bloody infantry their singular purpose is to fight and die in the endless parade of carnage which is politics in Hell. When used in your campaign, they work brilliantly as cohorts and bodyguards of the big bads of Hell. If you're running a Chain Devil or Erinye other powerful 'leader' of Hell, they make excellent support characters. Not only do they gain an extra attack when within 60 feet of any CR 6 or stronger devils, they can stand between them and an opponent and take hits. Whilst a measly 45 HP is not going to last long against focused PC assault, having them die in the place of the big bad keeps the scarier Devils alive long enough to loose their terrifying abilities. Additionally, like most fiends they have a big pile of resistances, boosting their durability. An immunity to Fire make them great opponents to cluster around a group of PCs who are about to be hit by a Fireball or other Fire attack - the Merregons can pin them in place and prevent them moving (fearful of attacks of opportunity) whilst a fiery fusillade of hell-fire rains down.



In terms of positioning, they should crowd around an infernal dignitary, halberds out - they can unleash a weak barrage of crossbow bolts on PCs that maintain distance and use their reach to try and keep player-characters at bay. Like all Devils, they have the Devil's Sight ability, so if they're guarding a spellcaster he could cast a high-level magical Darkness on his Merregon underlings to make a moving phalanx of shadow and spikes - a tough nut for any PCs to track. Weirdly, I was unable to find any Devil with the Darkness spell to take advantage of this - but you could use the Warlock and Mage NPC stat-blocks from the Monster Manual and Volo's to unleash this nasty combo.

To conclude, like the Guard Drake they are best as carb to bulk out an encounter, and work best in cahoots with big-name Devils or evil spellcasters.




Fluff

I really dig the Merregon fluff: these are the unfeeling lackeys of the big bad, those 'just following orders', the foot-soldiers of mortal evil performing the same role in Hell's legions. They are completely de-individualised by their masks and the process, making them a chilling foe to fight - in any combat, I'd emphasise that they feel no pain, remorse or passion, and simply coldly execute their orders with the absolute certainty of a madman or automaton. Even in death, they wouldn't react - standing in the way of the Paladin's smite and being cleaved in two without even a change in heart-beat.

Those masks are physically (and no doubt painfully) bolted their faces, so even their de-individuation is as element of punishment and damnation. Can someone be rescued from this state? Should they? Weirdly the Merregon have no ability to speak (having no working mouth-parts) but can communicate telepathically. What do they speak about to each other? I'd have left them unable to communicate in any-way but able to understand orders - a la "I have no mouth but I must scream".

My problem would be that this doesn't give much to work with: unthinking, unfeeling and unflinching soldiers of Hell are going to perform a singular role on stage in your campaign world: to fight and die at the hands of PCs as intelligent opposition without the requisite guilt of massacring a living being. There simply can be no negotiation or surrender or diplomacy, which starts to restrict play-options the moment the Merregon frog-marches into view.

Plot Hooks: 

Deep in Avernus is Facility Nine, a vast stronghold where errant souls are molded by exquisite torture into the unflinching soldiers of Hell. Should someone disrupt this process, it would be a weighty blow to the puissance of Hell's vaunted legions...

They are wordless, and yet they whisper - behind their masks of perfect stillness. Sometimes, when Merregon are stored in a lull in the Blood War, the telepathic energy is like the buzz of some enormous bee-hive. Their overseer Devils walk a little quicker as they inspect the faceless multitude. Could they think? Dispute? Rebel? Their masks remain impassive, giving no answer but an infinite silence.


Verdict: A good stock baddy - a fascist you can punch with minimal controversy. 

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