Devil, Geryon (Arch-Devil; 3pp)

This towering creature has the upper torso of a humanoid with paw-like hands, blue-furred arms, dark hair, and piercing black eyes, and the lower torso of a massive black and gold banded snake.

Geryon CR 29

XP 6,560,000
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., detect good, detect magic, see invisibility, see in darkness; Perception +49

DEFENSE

AC 46, touch 29, flat-footed 41 (+5 Dex, +7 insight, +17 natural, +9 profane, –2 size)
hp 612 (35d10+420); regeneration 10 (good, silver)
Fort +25, Ref +24, Will +28
DR 20/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 40

OFFENSE

Speed 20 ft., fly 50 ft. (average)
Melee 2 claws +48 (2d8+14 plus grab), sting +48 (4d8+14/19–20 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks fear gaze (30 ft., Will DC 36), rend (claws, 2d8+21)
Spell-Like Abilities (CL 28th)

Constantdetect good, detect magic, read magic, see invisibility
At willblasphemy (DC 26), daylight, desecrate, geas/quest (DC 25), greater dispel magic, greater invisibility (DC 23), greater teleport (self plus 50 pounds of objects only), ice storm, locate object, magic circle against good, shapechange, tongues, unholy aura (DC 27), unhallow (DC 24), wall of ice (DC 23)
3/daysummon (level 9, 4d10 lemures or nupperibos, 2d8 bearded devils, 2d4 bone devils or barbed devils, 2 ghaddar devils or pit fiends 100%)
1/dayraise dead, symbol of pain (DC 24), wish

Sorcerer Spells Known (CL 28th)

9th (7/day)imprisonment (DC 28), mass hold monster (DC 28), time stop
8th (7/day)horrid wilting (DC 27), prismatic wall (DC 27), scintillating pattern
7th (7/day)delayed blast fireball (DC 26), power word blind, spell turning
6th (7/day)disintegrate (DC 25), mass suggestion (DC 25), shadow walk (DC 25)
5th (8/day)false vision, feeblemind (DC 24), passwall, wall of stone (DC 24)
4th (8/day)bestow curse (DC 23), confusion (DC 23), crushing despair (DC 23), phantasmal killer (DC 23)
3rd (8/day)displacement, hold person (DC 22), lightning bolt (DC 22), major image (DC 22)
2nd (8/day)blur (DC 21), continual flame, darkness, hypnotic pattern (DC 21), misdirection (DC 21)
1st (9/day)burning hands (DC 20), color spray (DC 20), hold portal, shocking grasp, ventriloquism (DC 20)
0 (at will)arcane mark, daze (DC 19), detect poison, detect magic, flare (DC 19), ghost sound, mending, open/close, read magic

TACTICS

Geryon attacks with his massive fists and poisonous tail in combat. One of his favorite tactics is to grab an opponent and sting it to death with his tail.

STATISTICS

Str 39, Dex 21, Con 35, Int 26, Wis 24, Cha 29
Base Atk +35; CMB +51 (+55 grapple); CMD 82 (can’t be tripped)
Feats Alertness, Bleeding Critical, Cleave, Combat Casting, Critical Focus, Extend Spell, Enlarge Spell, Great Fortitude, Improved Critical (sting), Improved Initiative, Improved Vital Strike, Iron Will, Maximize Spell, Power Attack, Quicken Spell-Like Ability (ice storm), Vital Strike, Weapon Focus (claw), Weapon Focus (sting)
Skills Appraise +43, Bluff +47, Diplomacy +47, Escape Artist +40, Fly +39, Intimidate +47, Knowledge (arcana) +46, Knowledge (planes) +46, Knowledge (religion) +43, Perception +49, Sense Motive +49, Spellcraft +46, Stealth +35, Survival +42
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Giant, Goblin, Ignan, Infernal, Terran; telepathy 100 ft.
Combat Gear Bull’s Horn

SPECIAL ABILITIES

Fear Gaze (Su)

A creature that successfully saves cannot be affected again for one day. The save DC is Charisma-based.

Poison (Ex)

Sting—injury; save Fort DC 39; frequency 1/round for 10 rounds; effect 1d6 Con; cure 3 consecutive saves. The save DC is Constitution-based.

GEAR

Unique Item: Bull’s Horn

Geryon carries a great horn made of bone.

As a full-round action, he can blow this horn and summon 5d4 fiendish minotaurs. The minotaurs appear immediately and act on his turn. They remain and do his bidding until their death. This horn can be blown three times per week. Good-aligned creatures touching the horn take 5d6 points of electricity damage each round they touch it (no save).

ECOLOGY

Environment any (Hell)
Organization solitary or troupe (Geryon plus 2–5 bone devils or barbed devils)
Treasure triple standard

Geryon, the Great Serpent, rules Hell’s fifth plane. His fortress, a large iron citadel located in the heart of a great city, is situated at the center of his plane. Geryon often leaves his fortress to wander the city, but rarely ever journeys beyond the city’s gates. The city is a large, dark place filled with all manner of filth, waste, and creatures. Geryon is one of the most powerful arch-devils (by physical standards) and enjoys displaying his physical prowess to any who would watch, often destroying pit fiends or minor dukes for sheer pleasure and entertainment.

While he is weaker than other arch-devils (in station and overall power), he has allied himself with Mephistopheles and as such is feared by many. For all of Hell’s inhabitants know, if any can wrest the throne of Hell from Asmodeus, it is Mephistopheles, and Geryon wants to make sure he is on the winning side when the time comes to challenge the current Overlord. Geryon is 20 feet tall and 30 feet long. He weighs about 8,000 pounds.

Servants of Geryon

Followers of Geryon are evil humanoids that revere serpents, some clans and tribes of lizardfolk, and several inphidian communities. Devout followers of Geryon are called Serpent Masters and must sign a pact of evil with Geryon. Serpent Masters can receive spells from Geryon and are granted access to two of the following domains: Evil, Law, and Strength.

Section 15: Copyright Notice

Geryon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

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