Kryx RPGThemesCreatures
Goristro

Goristro

Huge fiend (demon)
Challenge
17

STR
7
DEX
0
CON
2
INT
−2
WIS
1
CHA
2

195
23d12+46
23
Soak
3
Fort
+8
Ref
+9
Will
+7
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 Brawn +13 (24), Insight +1 (12), Perception +7 (18)
Senses darkvision 20 m.
Languages Abyssal

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.

Maneuvers. The goristro uses maneuvers (maneuver save DC 21). It has 47 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 (rounded up) 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: +13 to hit, reach 2 m. Hit: 20 (3d8 + 7) bludgeoning damage.

Hoof (1/turn). Melee Weapon Attack: +13 to hit, reach 1 m. Hit: 23 (3d10 + 7) bludgeoning damage.

Gore (1/turn). Melee Weapon Attack: +13 to hit, reach 2 m. Hit: 45 (7d10 + 7) piercing damage.

mm

Maneuvers

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it up to 2 meters away from you and knock it prone.

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 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. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

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, the creature takes bludgeoning damage equal to the stamina die and is knocked prone.

Enhance

You can increase the damage for each additional stamina die expended and if you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.