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Homebrew/(MPMM 136)

Geryon, the Imminent Catastrophe CR: 20

Huge fiend (devil), lawful evil
Armor Class: 19 (natural armor, shield)
Hit Points: 256 (19d12 + 133)
Speed: 30 ft , fly: 50 ft , swim: 50 ft

STR

23 +6

DEX

17 +3

CON

22 +6

INT

19 +4

WIS

16 +3

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, Prone
Senses: Truesight 120 ft., Passive Perception 20
Languages: All, telepathy 120 ft.
Challenge Rating: 20 ( 25,000 (33,000 in lair) XP)
Proficiency Bonus: +6

Spellcasting. Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

At will: detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice

1/day: banishment


Traits

Hear Name. Geryon hears his name when spoken, regardless of distance or planar boundaries. If a creature speaks his name three times in the same breath, Geryon learns the creature’s name and precise location, and can hear the following 25 words spoken by that speaker. Once per day, Geryon can enchant one of the speaker'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 his statistics and actions.

Tripartite body. Geryon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Legendary Resistance (3/Day). If Geryon fails a saving throw, it 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.

Amphibious. Geryon breathes normally in air and water.

Actions

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 its 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 it is wearing/carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

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.

 

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.

Lair Actions

On initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; it can't take the same lair action two rounds in a row:

 

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.

Hateful Restraints. Geryon targets one creature he can see within 60 feet of them. The target must succeed on a DC 20 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, carrying over the normal cacophony of Pandemonium. Any creature that finishes a short or long rest in this area must succeed on a DC 20 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 Pandemonium.


Created by

ArtingStarvist.

Statblock Type

Monster

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