publish: true
aliases:

  • Geryon
    created: 2026-03-09T12:15:34.380-04:00
    modified: 2026-03-09T12:15:34.380-04:00
    published: 2026-03-09T12:15:34.380-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/mpmm
  • ttrpg-cli/monster/legendary-group
    cssclasses:
  • json5e-note
    obsidianUIMode: preview

Geryon

Lair Actions

Source: Mordenkainen Presents: Monsters of the Multiverse

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

  • Banish. Geryon casts the banishment spell.
  • Chill Blast. Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.
  • Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 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

Source: Mordenkainen Presents: Monsters of the Multiverse

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. 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.
  • 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 Stygia.

If Geryon dies, these effects fade over the course of 1d10 days.