Homebrew/MPMM 136
Spellcasting. Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):
Hear Name. Geryon hears their name when spoken, regardless of distance or planar boundaries. If a creature speaks the name “Geryon” thrice within 1 minute (hereafter "the caller"), Geryon learns the creature’s name and precise location, and can hear the following 25 words spoken by the caller. Once per day, Geryon can enchant one of the caller's weapons with the Hellfire property. The enchantment ends after the weapon successfully sends a humanoid soul to the River Styx.
Special Equipment. Geryon carries a shield, a Lash of Immolation, and a unique Horn of Blasting (Tintamarre). All three pieces of equipment are accounted for in their statistics and actions.
Amphibious. Geryon breathes normally in air and water.
Legendary Resistance (3/Day). If Geryon fails a saving throw, they 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 their turn. If they take radiant damage, this trait doesn't function at the start of their next turn. Geryon dies only if they start their turn with 0 hit points and don't regenerate.
Tripartite body. Geryon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Multiattack. Geryon's three bodies can each make three attacks but is differently equipped. Each body can make one Tail attack and one Claw attack. The third attack is a Lash of Immolation attack, a Fireshield attack, or Claw attack, respectively.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, Geryon can automatically hit the target with that body's tail, and Geryon can't make tail attacks against other targets with that body.
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) cold damage.
Lash of Immolation. Melee Weapon Attack: +13 to hit, reach 15 ft, one creature. Hit: 14 (3d4 + 7) Slashing + (3) 1d6 fire damage. When Geryon scores a critical hit with an attack using this whip, the target also has the restrained condition until the start of Geryon's next turn, as fiery bands lash around the target.
Fireshield. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage + 7 (2d6) fire damage + 7 (2d6) piercing damage.
Call to Order (Recharge 5-6). Geryon possesses a unique Horn of Blasting named Tintamarre. Each use of the horn's magic has a 10% percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Teleport. Geryon teleports, along with any equipment they are wearing or carrying, up to 120 feet to an unoccupied space they can see. They can move one or more of their bodies with this action, but if multiple bodies are teleported then they must teleport to adjacent unoccupied spaces.
Legendary Action Uses: 3. Immediately after another creature's turn, Geryon can expend a use to take one of the following actions. Geryon regains all expended uses at the start of each of their turns.
Banish. Geryon casts Banishment.
Chill Blast. Geryon causes a blast of cold to burst from the ground at a point it can see within 120 feet of it. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 20 Constitution saving throw or take 28 (8d6) cold damage.
Infernal Glare. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 20 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
Teleport. Geryon uses Teleport.
Swift Sting (Costs 2 Actions). Geryon makes one Lash of Immolation attack.