Monster
Geryon
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Fiend
- Size
- Huge
- Armor class
- 19 (natural armor)
- Hit points
- 300 (24d12 + 144)
- Speed
- Walk 30 ft., Fly 50 ft.
- Challenge rating
- 22
- Alignment
- Lawful Evil
- Strength
- 29
- Dexterity
- 17
- Constitution
- 22
- Intelligence
- 19
- Wisdom
- 16
- Charisma
- 23
- Passive Perception
- 20
- Saving Throws
- dex: +10; con: +13; wis: +10; cha: +13
- Skills
- deception: +13; intimidation: +13; perception: +10
- Senses
- truesight 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- cold, fire, poison
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
Traits
Legendary Resistance (3/Day)
If Geryon fails a saving throw, he can choose to succeed instead.
Magic Resistance
Geryon has advantage on saving throws against spells and other magical effects.
Regeneration
Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.
Actions
Multiattack
Geryon makes one Claw attack and one Stinger attack.
Claw
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, it is grappled (DC 24), and it is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) cold damage.
Stinger
Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) force damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit point maximum is reduced to 0.
Geryon teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Infernal Glare
Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
Geryon uses Teleport.
Swift Sting (Costs 2 Actions)
Geryon makes one Stinger attack.
Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Lair actions
On initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; he can't take the same lair action two rounds in a row:
- Banish: Geryon casts the banishment spell.
- Chill Blast: Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.
- Hateful Restraints: Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
Regional effects
The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:
- Chilling Wind: Freezing strong winds howl around the area within 1 mile of the lair.
- Enervating Screams: Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest.
- Hellish Doorways: Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.
If Geryon dies, these effects fade over the course of 1d10 days.