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Monsters

Legion

Legion

Click here for simulacrum.

"Legion is my name, We are many."
Mark 5:9

Perhaps the most important part of the Fellowship of the Beast's plan to root out the Messiah is Legion. Legion is a demon of enormous magical talent with a gift of manipulating politicians. Over the last 20 years, Legion has been possessing and manipulating politicians in the city of Jerusalem, building a powerful institutionalized network of spies and enforcers. Hidden deep in the caves beneath the dead sea, Legion uses his powers of persuasion (and a collection of Cursed Silver Pieces) to relentlessly search for the one called the Messiah.

We Are Many. Millennia ago, Legion discovered a way to fracture his mind into pieces so that he could concentrate on multiple spells at once. Because celestials and demons are creatures of intellect, as Legion fractured his mind, his physical form also began to split and multiply. Legion's true form now resides in the form of hundreds of demonic swine, each possessing a piece of Legion's collective mind. This herd of demonic swine have channeled their collective consciousness into a simulacrum body that they call "The Collector." While they inhabit this form, Legion is able to maintain some semblance of rational thought, but if the Collector is destroyed, Legion returns to his true form, with each piece of his mind scattering into the insanity of a squealing, stampeding, mass.

A Fractured Mind. Legion and Lilith have developed a plan to root out the Messiah, whom Legion believes to be somewhere in Judea. Through complicated dark rituals, Legion has developed a way to create Cursed Silver Pieces, which is loyal cultists have dispersed throughout the region. However, creating these coins comes with a cost. With each new silver pieces that he creates, Legion must fracture his mind into smaller and smaller pieces, with each fragment of his consciousness maintaining concentration on a different coin simultaneously. Although this process has been effective, it is driving Legion closer and closer to complete insanity, and many of his followers have abandoned him. The only cultists who still live and work in the underground salt caves with him are those that share this insanity.

Roleplaying Legion. The first thing the party may notice in the underground salt caverns is the voice that echoes through the tunnels of his lair as he talks to himself. When he speaks his voice falters, sometimes speaking in soft whispers, sometimes in deep, rasping tones, and sometimes in a high pitch shriek. Legion's mannerisms and volume will change as frequently and suddenly as he changes the topic. As his mind can concentrate on multiple things at once, he has trouble staying on topic when speaking.

Legion's Lair

Cursed Silver Pieces. Legion has been using his lair as a magical workshop to create Cursed Silver Pieces. He then entrusts members of the Shadow of the Beast to distribute them about the city of Jerusalem. See the sidebar in the "Welcome to Jerusalem" encounter and the stat block for Cursed Silver Pieces to read more.

Lair Actions

If Legion is encountered in his lair, he has a challenge rating of 12 (8,400 XP). On initiative count 20 (losing initiative ties), Legion takes a lair action to cause one of the following effects. Legion can only use lair actions when in his True Form while in the salt caverns of Judea, and cannot use the same action two turns in a row.

  • Shadows grow longer and darkness creeps in. Light sources that shed bright light now only shed dim light, and sources that shed dim light are extinguished.
  • Squeals echo through the caverns as more swine run in to join the swarm. Legion's true form regains 10 hit points.
  • Legion disrupts the flow of magic in his lair. Until initiative count 20 of the following round, a creature that targets an ally with a beneficial spell (such as one that restores hit points or grants other bonuses) must first make an DC 16 Intelligence saving throw. On a failed save, the creature must choose a new target or lose the spell. Any creature that is already concentrating on a beneficial spell must also make the saving throw or lose concentration. Spells that create an area of effect (such as Mass Cure Wounds) are not affected by this lair action.
  • The echoes in this chamber seem to intensify the sounds of the blasphemous squeals. Each creature that can hear Legion must make a DC Constitution saving throw, taking 11 (3d6) Psychic damage on a failed save, or half as much on a successful one.

Gargantuan Swarm of Small Fiends

Armor Class 10

Hit Points 103

Speed 30 ft.

STR DEX CON INT WIS CHA
+4 +1 +4 +3 +1 +0

Saving Throws INT +9, WIS +5, CHA +4

Senses Darkvision 120 ft., Passive Perception 11

Languages All spoken languages

Challenge 10 (5,900 XP)

Features

Legendary Resistance (3/Day). If Legion fails a saving throw, he can choose to succeed instead.

Fiendish Swarm: Legion's Swarm of demonic swine can occupy another creature's space and vice versa. The swarm can also fit through any opening large enough for a small creature without squeezing.

Actions

Multiattack: Legion makes a number of Bite attacks related to the swarm's current hit points.

79+ HP 5 Attacks
55-78 HP 4 Attacks
31-54 HP 3 Attacks
1-30 HP 2 Attacks

Bite: Melee Weapon Attack: +6 to hit, reach 0 ft., one target sharing a space with the swarm. Hit: 8 (1d6 + 4) piercing damage.

Legendary Actions

Legion can take 3 legendary actions, choosing from the options below. Only one Legendary Action may be used at a time, and only at the end of another creature's turn. Legion regains spent legendary actions at the start of his turn.

Bite. Legion makes one Bite attack.

Possession. Legion's swarm takes 7 (2d6) Necrotic damage and one of the demonic swine drops dead. In a flash of dark energy, the spirit of the dead swine attempts to overwhelm one creature sharing the same space as the swarm. The creature must succeed on a DC 16 Wisdom saving throw or become possessed by the Legion, as though by the Dominate Person spell. Legion can only possess one creature at a time with this feature. A creature possessed in this way may repeat the saving throw at the end of each of its turns, ending the possession on a success.

Dissonant Squeals (Costs 2 Actions): Each swine in the swarm begins uttering blasphemous curses against God, each in a different language. Any creature that can hear Legion within 60 feet must succeed on a DC 16 Wisdom saving throw or it takes 7 (2d6) Psychic damage and is knocked prone.

Stampede (Costs 2 Actions): Each creature sharing a space with Legion must succeed on a DC 14 Strength saving throw or it takes 11 (3d6) Bludgeoning damage and is knocked prone.

Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.