Goristro

Goristro

Huge fiend (demon)
Challenge

STR
7
DEX
0
CON
2
INT
−2
WIS
1
CHA
2

195
23d12+46
22
Soak
3
Fort
+7
Ref
+8
Will
+6
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 8 m.
Skills Athletics +12 (23), Brawn +12 (23), Perception +6 (17)
Senses darkvision 20 m.
Languages Abyssal

Labyrinthine Recall. The goristro can perfectly recall any path he has traveled, and it is immune to the maze spell.

Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects.

Maneuvers. The goristro uses maneuvers (maneuver save Difficulty 21). It has 32 stamina dice which are d8s, a dice limit of 6, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: charge, fearsome beast, spring attack, trampling charge

Siege Monster. The goristro deals double damage to objects and structures.

Actions (3)

Fist (2/turn). Melee Weapon Attack: +12 to hit, reach 2 m. Hit: 20 (3d8 + 7) bludgeoning damage.

Hoof (1/turn). Melee Weapon Attack: +12 to hit. Hit: 23 (3d10 + 7) bludgeoning damage.

Gore (1/turn). Melee Weapon Attack: +12 to hit, reach 2 m. Hit: 45 (7d10 + 7) piercing damage.

Lower planesmm

Maneuvers

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.