Legion (3.5e Monster)
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|Legion (Shell)||Legion (Core)|
|Size/Type:||Colossal Outsider (Abomination, Evil)||Huge Outsider (Abomination, Evil)|
|Hit Dice:||30d8+540 (675 hp)||30d8+390 (525 hp)|
|Initiative:||As Legion Core||+8|
|Speed:||fly 20 ft (perfect)||fly 30 ft (perfect)|
|Armor Class:||40 (+8 profane, +30 natural, -8 size), touch 10, flat-footed 40||40 (+8 profane, +24 natural, -2 size), touch 10, flat-footed 40|
|Attack:||Lashing Limbs +27 (2d6+5 plus grab, 20/x2)||Tentacle +38 melee (3d6+10, 20/x2) or Deadlights (10d6)|
|Full Attack:||Lashing Limbs +27 (2d6+5 plus grab, 20/x2)||Eight Tentacles +38 melee (3d6+10, 20/x2) or Deadlights (10d6)|
|Space/Reach:||30 ft/5 ft||15 ft/15 ft|
|Special Attacks:||Absorb, Crush, Lashing Limbs, Rebuke Undead, Spawn Corpses||Deadlights, Rebuke Undead, SLAs|
|Special Qualities:||Blindsight 500 ft, Darkvision 60 ft, DR 15/epic and good, Low-Light Vision, Immunities, Necrozone, Quasi-Undead, Shell, Resist Cold/Fire 10, SR 35||Blindsight 500 ft, Darkvision 60 ft, Death Throes, DR 15/epic and good, Immunities, Low-Light Vision, Necrozone, Quasi-Undead, Resist Cold/Fire 10, SR 35, Telepathy 1000 ft|
|Saves:||Fort +39, Ref +21, Will +29||Fort +34, Ref +21, Will +29|
|Abilities:||Str 20, Dex 10, Con 46, Int 21, Wis 23, Cha 25||Str 30, Dex 10, Con 36, Int 21, Wis 23, Cha 25|
|Skills:||As Legion Core||Concentration +46, Disable Device +38, Intimidate +56, Listen +39, Knowledge Arcana +38, Knowledge History +38, Knowledge Local +38, Knowledge Religion +38, Knowledge The Planes +38, Sense Motive +39, Spellcraft +38, Spot +39, Swim +43|
|Feats:||As Legion Core||Flyby AttackB, MobilityB, Combat ReflexesB, Improved Combat ReflexesB, Iron Will, Power Attack, Improved Initiative, Negative Energy Burst-CE, Spellcasting Harrier, Undead Mastery, Epic Fortitude, Epic Reflexes, Epic Will, Superior Initiative-CE|
|Challenge Rating:||As Legion Core||23|
|Alignment:||Always Neutral Evil||Always Neutral Evil|
|Advancement:||31-60 HD (Colossal), 61-90 HD (Titanic)||31-60 HD (Huge), 61-90 HD (Gargantuan)|
|Size/Type:||Medium Undead (Evil, Swarm)|
|Hit Dice:||16d12+32 (136 hp)|
|Armor Class:||26 (+8 profane, +8 natural), touch 18, flat-footed 26|
|Attack:||Swarm (4d6+2 and 4d6 negative energy)|
|Full Attack:||Swarm (4d6+2 and 4d6 negative energy)|
|Space/Reach:||15 ft/0 ft|
|Special Attacks:||Distraction, Tear to Pieces|
|Special Qualities:||Darkvision 60 ft, DR 10/good, Giant Swarm, Low-Light Vision, Undead Traits|
|Saves:||Fort +7, Ref +7, Will +12|
|Abilities:||Str 24, Dex 10, Con -, Int 10, Wis 11, Cha 1|
|Challenge Rating:||As Legion Core|
|Alignment:||Always Neutral Evil|
We are Legion, for we are many.
For a thousand years, the corpses of evil humans slain and abandoned to rot alone and unknown festered, their souls falling down in a constant rain upon Hades, a fetid pit of decay known as the Corpseswell. A billion billion souls, each weighed down by sin and being crushed by those above began the seeds of one of the most terrifying yugoloths in existence. Born through death, Legion rose from its black womb and took the dead across the planes to consume, grow, and make all as one, to make all Legion.
Legion is a massive planet-like sphere composed of uncountable humanoid corpses, fresh but starved and insane, trapped in a ever-boiling mass of flesh. This thick crust of meat hides the fiend's true form within, something eldritch and forbidden, a warped gnarled mass of tissue wrapped in eight tentacles tipped with the screaming mouths of leeches, and covered in boil covered eyes.
The dead always act as heralds of Legion's coming. In places of great death and destruction, where the dead are not buried, burned, or respected, Legion comes forth soon after bringing forth apocalypse.
Legion is 66 ft in diameter, and weighs 38,000 tons. It is capable of telepathy, though it only uses it to threaten and demoralize.
Legion is incredibly powerful, but slow moving. It typically drifts, letting its Necrozone aura and its Dead Spawn handle any threats, while tanking hits. If bothered, it attempts to close into melee and absorb the offending target.
When its shell if sufficiently damaged, watch out! While line of effect and line of sight is obtained, it is capable of using its spell-like abilities, deadlights, and powerful physical strikes as needed, tailoring to melee or ranged combat as needed.
Even in death, it curses entire areas to make them unlivable. Knowing this, it intentionally targets centers of high population, for even if it is slain humanity is violent as always, and the forgotten dead will continue to rain unto Hades to birth a new Legion eventually.
Absorb (Ex): If Legion's shell is grappling or pinning a creature, a creature must make a Fortitude save each round (DC 30) or be sucked into the mass of corpses. It is counted as being pinned, and take twice its Lashing Limbs damage each round. If the creature perishes while absorbed, it immediately reanimates with all of its class features, full hp, the Undead type (but do not change BAB or HD), and completely mad. Typically, it is immediately rebuked right away to control this new unique undead and fight their former allies.
Absorbed creatures can escape by dealing at least 50 points of damage in a single blow to its interior. The AC of its interior 25 (+8 profane, +15 natural, -8 size).
Crush (Ex): As a full attack action, as long as Legion has its protective shell it can choose to drop its body down suddenly up to twice its movement speed and crush creatures between itself and the ground, wall, or other surface. In order to use Crush, it must fall at least 20 ft. It takes no damage from this drop.
A crush attack affects as many creatures as can fit under Legion's body. Creatures in the affected area must succeed on a Reflex save (DC 30) or be pinned, automatically taking twice its Lashing Limbs damage during the next round unless Legion moves off them. If Legion chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The DC is Strength based.
Deadlights (Su): Legion's core is surrounded by tentacles with powerful magical blasts that erupt from the maws at the end of its limbs. As an attack action, it can project a 250 ft line of pure magic dealing 10d6 points of damage with a DC 32 Reflex save for half. However, it can only aim two tentacles at any one creature at once. The save DC is Charisma based.
Death Throes (Su): If the Legion core dies, it explodes in a massive shockwave of negative energy that deals 2d4 negative levels, and 150 negative energy damage, to all creatures within 500 ft of it. A DC 32 Fortitude save negates the negative levels, and halves the negative energy damage. The saving throw is Charisma based.
Even afterward, the land is cursed. The 500 ft blast radius radiates 5 negative energy each round, and all creatures with 4 HD or less which enter die, immediately turning into a zombie if possible. Even within 1 mile of ground zero, life refuses to grow naturally and the environment is warped and transformed into hostile or dangerous terrain. It is always shadowy illumination or lower within this 1 mile area. The 1 mile area is still subject to the inhibited magic on positive energy from it's Necrozone ability. Hallow spells cast in this area can revert cursed land, canceling each other out. However, typically only a wish or miracle (as a powerful request) can restore the area within 500 ft at ground zero.
Distraction (Ex): Any living creature that begins its turn with a dead swarm in its space must succeed on a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based with a +2 bonus from Necrozone applied.
Giant Swarm: The dead swarm is composed of random undead of all sorts, typically things resembling zombies, which are packed together in tight mobs. They are effectively swarms (even though as Medium creatures they would not qualify) and take up a 15 ft space.
Immunities (Ex): The Legion Shell and Core are immune to ability damage, ability drain, critical hits, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, polymorphing, sleep, and stunning. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Lashing Limbs (Ex): Legion's shell is composed of countless undead which flail and thrash about at creatures nearby. Once per round as a free action on its turn, Legion's shell can make a single attack against every target within reach. If the attack hits, it may make a grapple check as a free action.
Necrozone (Su): Legion's core radiates powerful negative energy waves that ripple right through its shell as well, in spite of having total cover when the shell is intact. These waves alter the surroundings, turning the sky black, water bitter and foul, and a chill of death in all living beings. Within a 500 ft area of Legion, the area is treated as if under desecrate (with itself as an alter). Everything takes 5 negative energy damage with no save, though undead creatures and itself take this as healing. Spells which use Negative energy are automatically Empowered and Extended with no change in spell level. Spells which use positive energy are impeded. To cast an impeded spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
Quasi-Undead: Although Legion itself is an outsider, it has many undead traits. It may count as the Undead type when beneficial in addition to being an Outsider. It is healed by negative energy, and harmed by positive energy, and has all the undead immunities.
Shell: Legion's shell provides full cover and concealment to its core. As long as it exists, the core cannot be harmed. However, when it falls under 50% hp (337 hp), the core becomes partly exposed. There is a 50% chance creatures can strike a core in this state, and a 50% chance that the core's actions can affect outside of it.
As long as Legion's core exists, the shell never really dies. If pushed into negative hp, it can still be cured with negative energy and return to function. If a creature is Absorbed by Legion's shell, it heals the shell an amount of hp equal to twice the creature's HD.
Spawn Corpses (Ex): As a swift action, Legion spawns a Dead Swarm within 30 ft of itself, up to a total of 8 Dead Swarms at a time. It has total control over these Dead Swarms.
Tear to Pieces (Ex): Unlike most swarms, dead swarms are capable of making grapple checks. In fact when a creature ends its turn within a dead swarm it must make a grapple check or become grappled. If the creature becomes pinned, it must succeed on a grapple check or die as its body is torn limb from limb. Tear to pieces only works on creatures with 150 hp or less.
|Alignment||Always Neutral Evil +|
|Challenge Rating||As Legion Core + and 23 +|
|Identifier||3.5e Monster +|
|Level Adjustment||— +|
|Size||Colossal +, Huge + and Medium +|
|Subtype||Abomination +, Evil + and Swarm +|
|Type||Outsider + and Undead +|