Goristro

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)

Damage Immunities

poison

Damage Resistances

cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Saving Throws

Str +13, Dex +6, Con +13, Wis +7

Skills

Perception +7

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.

huge
fiend
cr17
monster-manual