GeryonHuge fiend (devil)
- 22 (41,000 XP)
Dashing Strike. If the geryon uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Innate Spellcasting. Geryon’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells:
1/day each: divine word
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 health 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 health and doesn’t regenerate.
Multiattack. Geryon makes two attacks: one with his claws and one with his stinger.
Claws. Melee Weapon Attack: +16 to hit, reach 4.5 m. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and 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) slashing damage.
Stinger. Melee Weapon Attack: +16 to hit, reach 6 m., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Fortitude saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s maximum health is reduced by an amount equal to half the poison damage it takes. If its maximum health drops to 0, it dies. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 35 meters to an unoccupied space he can see.
Variant: Sound the Horn (1/long rest). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 185 meters 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.
The geryon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The geryon regains spent legendary actions at the start of its turn.
Infernal Glare. Geryon targets one creature he can see within 18 meters of him. If the target can see Geryon, the target must succeed on a DC 23 Will saving throw or become frightened of Geryon until the end of its next turn.
Swift Sting (Costs 2 Actions). Geryon attacks with his stinger.
Teleport. Geryon uses his Teleport action.