Armor Class
19
Geryon
Huge Fiend · Lawful Evil
Hit Points
300 (24d12 + 144)
Speed
Walk 30 ft., Fly 50 ft.
CR
22
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.
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 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 target. 23 () Slashing damage. If the target is Large or smaller, it is (DC 24) and is until the grapple ends. Geryon can grapple one creature at a time. If the target is already by Geryon, the target takes an extra 27 () Slashing damage.
Stinger
Melee Weapon Attack +16 to hit, reach 20 ft., one creature. 14 () Piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 () Poison damage and become 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 its hit point maximum drops to 0, it dies. This reduction lasts until the 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
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 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.