Remove these ads. Join the Worldbuilders Guild

Monster Manual, page 59

Goristro CR: 17

Huge fiend (demon), chaotic evil
Armor Class: 19 (natural armor)
Hit Points: 310 (23d12+161)
Speed: 40 ft

STR

25 +7

DEX

11 +0

CON

25 +7

INT

6 -2

WIS

13 +1

CHA

14 +2

Saving Throws: STR +13, DEX +6, CON +13, WIS +7
Skills: Proficiency Bonus +6, Perception +7
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Senses: Darkvision 120 ft, Passive Perception 17
Languages: Abyssal
Challenge Rating: 17

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.


Created by

imtealted.

Statblock Type

Monster

Link/Embed