Devil’s Sight. Magical darkness doesn’t impede the Baolun's darkvision.
Innate Spellcasting. Baolun's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:
2/day each: Command,Burning Hands
Multiattack. Baolun makes two attacks, which can be either Greatsword or Whipsword attacks
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Whipsword. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 5 (1d4 + 3) slashing damage. The target must also make a Strength Saving Throw (DC:14), and on a failure be pulled 10 ft. towards Baolun
Whipsword Pull - Baolun can target a unoccupied point within 20 ft. of himself that he can see and pull himself directly to that point.
Description
The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells’ legionnaires, tasked with protecting their infernal plane and its rulers against intruders.
Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer’s identity that matter: the commander it serves and the layer of the Nine Hells it protects.
Because of their unshakable loyalty, merregons form the backbone of many devils’ protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight.
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