Mordenkainen's Tome of Foes

(Nancy Kaufman) #1
Regional Effects. The region containing Geryon's lair

is warped by his magic, creating one or more of the fol-

lowing effects:


  • Intelligent creatures within 1 mile of the lair fre-


quently see shimmering portals leading to places they

consider safe. Passing through a portal always depos-

its a traveler somewhere in Stygia.


  • Freezing strong winds howl around the area within 1


mile of the lair.


  • 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.

If Geryon dies, these effects fade over the course of


ldlO days.

GERYON


Huge fiend (devil), lawful evil

Armor Class 19 (natural armor)


Hit Points 300 (24d12 + 144)

Speed 30 ft., fly 50 ft.


STR

29 (+9)

DEX

17 (+3)

CON

22 (+6)

INT

19 (+4)

WIS

16 (+3)

Saving Throws Dex +10, Con +13, Wis +10, Cha + 13


CHA

23 (+6)

Skills Deception +13, Intimidation +13, Perception +10


Damage Resistances bludgeoning, piercing, and slashing from

nonmagical attacks that aren't silvered

Damage Immunities cold, fire, poison

Condition Immunities charmed, exhaustion, frightened,


poisoned

Senses truesight 120 ft .. passive Perception 20


Languages all, telepathy 120 ft.

Challenge 22 (41, 000 XP)


Innate Spellcasting. Geryon's innate spellcasting ability is

Charisma (spell save DC 21). He can innately cast the following


spells, requiring no material components:


At will: alter self (can become Medium when changing his ap-


pearance), detect magic, geas, ice storm, invisibility (self only},

locate object, suggestion, wall of ice

l/day each: divine word, symbol {pain only)

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.

Magic Weapons. Geryon's weapon attacks are magical.

Regeneration. Geryon regains 20 hit points at the start of his


turn. If he takes radiant damage, this trait doesn't function at


VARIANT: SOUND THE HORN

Geryon can have an action that allows him to summon

enslaved minotaurs.

Sound the Horn (1 /Day). Geryon blows his horn, which

causes 5d4 minotaurs to appear in unoccupied spaces

of his choice within 600 feet of him. The minotaurs roll

initiative when they appear. They remain until they die or

Geryon uses an action to dismiss any or all of them.

t 1-.:,


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 two attacks: one with his claws and

one with his stinger.

Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., one tar-

get. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or

smaller, it is grappled (DC 24) and 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 ext ra 27 (6d8)

slashing damage.

Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one crea-

ture. Hit: 14 (2d4 + 9) piercing damage, and the target must

succeed on a DC 21 Constitution saving throw or take 13 (2dl 2)

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 it takes. If it s hit point

maximum drops to 0, it dies. This reduction lasts until the poi-

soned condition is removed.

Teleport. Geryon magically teleports, along with any equipment

he is wearing and carrying, up to 120 feet to an unoccupied

space he can see.

LEGENDARY ACTIONS

Geryon can take 3 legendary actions, choosing from the op-

tions below. Only one legendary action option can be used at

a time and only a t the end of another creature's turn. Geryon

regains spent legendary actions at the start of his turn.

Infernal Glare. Geryon targets one creature he can see within

60 feet of him. If the target can see Geryon, the target must

succeed on a DC 23 Wisdom saving throw or become fright-

ened ofGeryon until the end of its next turn.

Swift Sting (Costs 2 Actions). Geryon attacks with his stinger. ~


Teleport. Geryon uses his Teleport action. ~


CHAPTER 6 I BESTIARY
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