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Goristros

Genetic Ancestor(s)
Related Ethnicities

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Goristo

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

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 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


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.   Rock Throwing. Goristro are trained to throw rocks weighing 60 to 80 pounds. These missiles have a range increment of 140 feet.


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.   Stamp. By stamping its massive feet on the ground, a goristro can produce a shock wave that sends its foes careening off-balance. The shock lasts 1 round, during which time creatures on the ground within 60 feet of the goristro can't move or attack. Spellcasters within range must make successful Concentration checks (DC 20 + spell level) or lose any spells they try to cast. All creatures standing in range must make Strength saves or fall down. Most structures on open ground and caverns underground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Strength DC 15 half). The goristro can stamp this way three times per day.   Frightful Presence. Each creature of the goristro's choice that is within 120 ft. of the goristro and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the goristro's Frightful Presence for the next 24 hours.


 

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