Huge fiend, chaotic evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 310 (23d12 + 161)
- Speed
- 40 ft.
- Challenge
- 17 (18,000 XP)
- Saving Throws
- Con +13, Dex +6, Str +13, Wis +7
- Skills
- Perception +7
- Damage Resistances
- cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 17
- Languages
- Abyssal
Traits
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.
The goristro can perfectly recall any path it has traveled.
The goristro has advantage on saving throws against spells and other magical effects.
The goristro deals double damage to objects and structures.
Actions
The goristro makes three attacks: two with its fists and one with its hoof.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
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.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.