Goristro

The goristro resembles a fiendish minotaur towering more than twenty feet tall. When controlled by a demon lord, goristros make formidable living siege engines and prized pets. Goristros possess preternatural cunning when navigating labyrinthine passages and shifting corridors, pursuing foes in a terrifying hunt.
A hulking goristro sometimes bears a palanquin, carrying smaller demons on its broad shoulders, much like an elephant carries riders on its back.

Basic Information

Biological Traits

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 non magical weapons
Damage Immunities poison
Condition Immunities poisoned
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 St3ength saving thow 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.

Additional Information

Perception and Sensory Capabilities

Senses darkvision 120 ft., passive Perception 17

Civilization and Culture

Major Language Groups and Dialects

Abyssal
Genetic Ancestor(s)
Geographic Distribution

Actions

Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.
Fist. Melee Weapon Attack: +13 to hit, reach 10ft., 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 10ft., one target. Hit: 45 (7dl0 + 7) piercing damage.