# 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 `dice:8d6|noform|noparens|avg|text(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](/Rules/Source/conditions.md#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 `dice:1d10|noform|noparens|avg` (`1d10`) days.