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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8622534" data-attributes="member: 53176"><p><h3>Geryon (MToF)</h3><p></p><p>Geryon is an Archdevil, who lost control of the icy realm of Stygia, to Levestus, an Archdevil who is locked up in a block of ice. How the proud and mighty hunter got outmaneuvered by someone who is literally immobile is something that is often joked about in the Courts of Hell, as well as any sagely gatherings that study such events.</p><p></p><p>Geryon is more hands-on than the majority of his Devilish peers. He likes to wade into the thick of battle to claw at his foes and drink their blood. This approach has proven less than effective for gathering souls and establishing a hierarchy, which is probably why he isn’t the ruler of Stygia anymore. He also has a giant horn that can be used to summon minotaurs to his aid in combat, something that I am sure Baphomet would be interested in. Geryon spends his days hunting the strongest creatures from across the multiverse, coiling up on his treasure piles like a dragon, and amassing an army strong enough to depose Levestus, if not Asmodeus.</p><p></p><p>Despite his losses and disorganization, Geryon still has cultists. Mostly those Lawful Evil types who wholeheartedly believe that Might Makes Right and that the weak should serve the strong. Said cultists can enjoy a bonus action to increase their Melee Damage, while the cult leaders have a reaction to resist any kind of damage.</p><p></p><p>Recently Geryon has reclaimed Coldsteel fortress in Stygia, and thus has access to lair actions. He is unique in that he might be the first creature so far where all of three of his lair actions are useful.<em> Banishment </em>is great control. Chill Blast is a fine little AoE damage power, and Hateful Restraints is a ranged restrain that he doesn't have to concentrate on.</p><p></p><p>In combat, you must first determine if Geryon’s Horn is on cooldown or not, if it isn’t then he is going to have the immediate backup of up to 20 Minotaurs, and there is really no reason why he wouldn’t do that to open in any combat that he is in. For the rest of combat, he is a melee controller. While <em>Wall of Ice</em> is a very tempting spell, keep in mind it requires concentration, and he needs that for his Banish Lair action, which is definitely more useful. <em>Ice Storm</em> might be useful if he is facing an entire army, but his multiattack is generally more deadly. His claw attack also grapples for a bunch of damage, and deals extra damage while the target is grappled. Given that he can also fly, his combat routine should be grab, fly, sting. His Sting poisons (for a very long time!), which will grant disadvantage on trying to escape his grapple, and even if the target wiggles out, they will still plummet to the icy ground below.</p><p></p><p>For legendary actions, Geryon can Glare at a target to make them afraid of him for a turn, which is a nice smattering of control on the off turn. He can also teleport up to 120 in any direction, which is a nice way of quickly getting up to terminal velocity range for a grab and drop. If neither of those two options are particularly appealing at the moment, he can just stab whomever he is grappling again with his tail stinger for a bit of extra damage.</p><p></p><p>In the changeover, Geryon lost a few spells, but nothing that would really impact his combat performance (unless you like to set up <em>Symbol</em> traps). His claw was changed to cold damage, and his stinger was changed to force damage, to replace his magic weapons trait.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8622534, member: 53176"] [HEADING=2]Geryon (MToF)[/HEADING] Geryon is an Archdevil, who lost control of the icy realm of Stygia, to Levestus, an Archdevil who is locked up in a block of ice. How the proud and mighty hunter got outmaneuvered by someone who is literally immobile is something that is often joked about in the Courts of Hell, as well as any sagely gatherings that study such events. Geryon is more hands-on than the majority of his Devilish peers. He likes to wade into the thick of battle to claw at his foes and drink their blood. This approach has proven less than effective for gathering souls and establishing a hierarchy, which is probably why he isn’t the ruler of Stygia anymore. He also has a giant horn that can be used to summon minotaurs to his aid in combat, something that I am sure Baphomet would be interested in. Geryon spends his days hunting the strongest creatures from across the multiverse, coiling up on his treasure piles like a dragon, and amassing an army strong enough to depose Levestus, if not Asmodeus. Despite his losses and disorganization, Geryon still has cultists. Mostly those Lawful Evil types who wholeheartedly believe that Might Makes Right and that the weak should serve the strong. Said cultists can enjoy a bonus action to increase their Melee Damage, while the cult leaders have a reaction to resist any kind of damage. Recently Geryon has reclaimed Coldsteel fortress in Stygia, and thus has access to lair actions. He is unique in that he might be the first creature so far where all of three of his lair actions are useful.[I] Banishment [/I]is great control. Chill Blast is a fine little AoE damage power, and Hateful Restraints is a ranged restrain that he doesn't have to concentrate on. In combat, you must first determine if Geryon’s Horn is on cooldown or not, if it isn’t then he is going to have the immediate backup of up to 20 Minotaurs, and there is really no reason why he wouldn’t do that to open in any combat that he is in. For the rest of combat, he is a melee controller. While [I]Wall of Ice[/I] is a very tempting spell, keep in mind it requires concentration, and he needs that for his Banish Lair action, which is definitely more useful. [I]Ice Storm[/I] might be useful if he is facing an entire army, but his multiattack is generally more deadly. His claw attack also grapples for a bunch of damage, and deals extra damage while the target is grappled. Given that he can also fly, his combat routine should be grab, fly, sting. His Sting poisons (for a very long time!), which will grant disadvantage on trying to escape his grapple, and even if the target wiggles out, they will still plummet to the icy ground below. For legendary actions, Geryon can Glare at a target to make them afraid of him for a turn, which is a nice smattering of control on the off turn. He can also teleport up to 120 in any direction, which is a nice way of quickly getting up to terminal velocity range for a grab and drop. If neither of those two options are particularly appealing at the moment, he can just stab whomever he is grappling again with his tail stinger for a bit of extra damage. In the changeover, Geryon lost a few spells, but nothing that would really impact his combat performance (unless you like to set up [I]Symbol[/I] traps). His claw was changed to cold damage, and his stinger was changed to force damage, to replace his magic weapons trait. [/QUOTE]
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