Goristro
Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 310 (23d12+161)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 11 (0) | 25 (+7) | 6 (-2) | 13 (+1) | 14 (+2) |
Saving Throws Str +13, Dex +6, Con +13, Wis +7
Skills Perception +7
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft.
Languages Abyssal
Challenge 17 (18,000 XP)
Charge. If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Labyrinthine Recall. The goristro can perfectly recall any path it has traveled.
Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects.
Siege Monster. The goristro deals double damage to objects and structures.
Actions
Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.