Geryon (Arch-Devil) (CR 56)
Huge Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., , see in darkness, Listen +53, and Spot +53
Languages: Telepathy 100 ft.
AC: 33 (-2 size, +2 Dex, +23 natural), touch 10, flat-footed 31
Hit Dice: 44d8+616 (814 hp); DR: 30/magic
Fort +38, Ref +26, Will +32
Speed: 20 ft., fly 50 ft. (average)
Space: 30 ft./10 ft.
Base Attack +44; Grapple +49
Attack: 2 claws +58 melee, tail sting +57 melee
Full Attack: 2 claws +58 melee, tail sting +57 melee
Damage: Slam 2d6+16, tail sting 2d4+8 and poison
Special Attacks/Actions: Spell-like abilities, spells, psionics, poison, fear gaze, improved grab, tear, bull's horn, summon devils
Abilities: Str 42, Dex 14, Con 38, Int 26, Wis 26, Cha 36
Special Qualities: SR 30, regeneration 20, devil qualities
Feats: Blind-fight; Cleave; Combat Casting; Dodge; Combat Expertise; Great Cleave; Improved Critical (tail sting); Improved Initiative; Mobility; Multiattack; Power Attack; Weapon Focus (tail sting)
Skills: Bluff +60, Concentration +61, Diplomacy +60, Disguise +53, Heal +48, Intimidate +60, Knowledge (arcana) +53, Knowledge (planes) +52, Knowledge (religion) +48, Listen +53, Move Silently +42, Search +48, Sense Motive +53, Spellcraft +55, and Spot +53
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (2-5 osyluths)
Treasure: Double standard
Spell-like Abilities: At will -- animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold person, ice storm, improved invisibility, magic circle against good, major image, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of ice, and wish; 1/day -- mass charm, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level).
Spells: Geryon casts arcane spells as a 20th-level sorcerer (save DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 18 + spell level). He has access to the domains of Evil, Law, and Strength.
Psionics (Sp): At will -- astral projection, charm monster, deeper darkness, detect evil, detect law, and levitate. These abilities are as the spells cast by a 20th-level sorcerer (save DC 23 + spell level).
Fear Gaze (Su): Gaze, 30 feet; Will save (DC 45) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Geryon's gaze for one day.
Improved Grab (Ex): To use this ability, Geryon must hit with a claw attack. If he gets a hold he can sting with his tail.
Tear (Ex): Geryon automatically hits a held opponent with all his melee attacks each round he maintains the hold.
Poison (Ex): Tail sting, Fortitude save (DC 46); initial and secondary damage 2d6 points of temporary Constitution damage.
Summon Devils (Sp): Three times per day Geryon can automatically summon 1d3 osyluths or barbazu, or 1d2 hamatula or pit fiends.
Regeneration (Ex): Geryon takes normal damage from holy and blessed weapons of at least +3 enchantment.
Bulls Horn: Geryon carries a great horn which he can blow as a full round action. The horn summons 5d4 6 HD minotaurs. It may be blown thrice per week.
Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.
See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Geryon can communicate telepathically with any creature within 100 feet that has a language.
Geryon first appeared in the Monster Manual (Gary Gygax, 1977).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).