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Published by goroiamanuci, 2023-08-14 10:14:26

Goristroi

Goristroi

Goristroi Goristro Lore Arcana DC 15: Due to both their endemic fear of falling and tendency toward uncontrolled rampages, goristroi are often deployed either far from any friendly forces worth preserving, or accompanied by demonic handlers meant to either magically control them or simply provoke them to lure them toward strategic objectives. History DC 15: Despite their beast-like intelligence, goristroi take great joy in stomping out their enemies' hopes, often literally when a creature in their reach receives magical healing. Religion DC 10: Abyssal sieges are often decided by the tactical deployment or countering of goristroi, living siege weapons found in service of each of the great lords of the abyss, able to climb or charge through walls at their pleasure with their fusion of bull and ape-like features. While they regularly reach heights of greater than 20 feet, some exceptional specimens can grow to sizes more than 10 times that. Goristro Ram-Raider Tactics Ram-raider goristroi charge ahead of abyssal armies, taking initial fire and climbing walls to occupy defenders while other demonic forces advance behind them, or battering their way through gates with their Wrecking Fist. If Frightened, they try to move away from any high precipices if they can, and attack whichever creatures are nearest. If a creature is Paralyzed or Unconscious, they use their Ravenous Bite against it to gain damage resistances, otherwise switching between their Wrecking Fist and Hoof Stomp to sow as much chaos as possible. They always hit as many hostile creatures as possible with their Goring Charge, regardless of how many friendly creatures may be caught in it. Goristro Living Siege Tactics Living sieges act more as siege towers than as individual foes, hurling buildings, boulders, and perhaps other demons from a distance while demonic commanders survey the battle from atop their heads, accompanied by one or two mind-magic specialists who keep the goristro charmed and relatively under control. They attempt to brush off any creature that does 50 or more damage to them in a turn, and use their Earthbreaker Leap only when provoked beyond the ability of their handlers to control them, typically alternating between their Titanic Stride and Crater Fist when engaged in melee.


Encounter Groups CR 24 Encounter 27,900 XP 1 Goristro Ram-Raider (CR 17) 3 Bulezau Rot-Sowers (CR 3) 10 Vrock Kettlers (CR M8) CR 30+ Encounter 106,200 XP 1 Goristro Living Siege (CR 25) 1 Marilith Decimator (CR 16) 1 Solamith Dropshot (CR 8) 3 Chasme Tormentor (CR 6) 4 Spider Fiend Kakku (CR 2) 10 Chasme Plague Drone (CR M5) Goristro Ram-Raider Huge fiend (demon), chaotic evil Armor Class 19 (Natural Armor) Hit Points 310 (23d12 + 161) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 25 (+7) 11 (+0) 25 (+7) 13 (+1) 6 (-2) 14 (+2) Saving Throws STR +13, DEX +6, CON +13, WIS +4 Skills Perception +4 Damage Resistances Cold, Fire, Lightning; Attacks made without advantage Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 120 ft., Passive Perception 14 Languages Abyssal Challenge 17 (18,000 XP) Huge Stature. A creature adjacent to the goristro may spend half of its movement to attempt a DC 15 Strength (Athletics) check. On a success, the creature climbs onto the goristro. While climbing on the goristro, a creature has advantage on melee attacks against the goristro, and the goristro has disadvantage on melee attacks against it. Hard Faller. The goristro has vulnerability to damage from falling. While the goristro is within 5 feet of a precipice at least 10 feet high, it has disadvantage on saving throws against effects that would Frighten it. Panicked Fury. While the goristro is Frightened, attacks against it are made at advantage and it cannot distinguish friend from foe. Limited Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects that deal non-psychic damage. Actions Multiattack. The goristro makes three attacks, one of which may be with its Ravenous Bite, and uses its Goring Charge, if available. Ravenous Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage. On a critical hit, the goristro gains resistance to all damage until the beginning of its next turn. Wrecking Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target is pushed 10 feet away. This attack deals double damage to objects and structures. Hoof Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or be knocked prone. Goring Charge (Recharge 5-6). The goristro moves up to 40 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature's space during this move, the creature must succeed on a DC 21 Strength saving throw or take 33 (6d10) piercing damage and be pushed ahead of the goristro for the rest of this move, or move to the nearest unoccupied space outside the goristro's path on a success. Reaction Sadistic Stomp. As a reaction to a prone creature within 5 feet of it regaining any hit points, the goristro makes a Hoof Stomp attack against it. See Red (1/Day). As a reaction to being reduced below 156 hit points, the goristro immediately recharges and uses its Goring Charge.


Goristro Living Siege Gargantuan fiend (demon), chaotic evil Armor Class 30 (Natural Armor) Hit Points 592 (32d20 + 256) Speed 0 ft. STR DEX CON INT WIS CHA 30 (+10) 9 (-1) 26 (+8) 14 (+2) 9 (-1) 14 (+2) Saving Throws STR +18, DEX +7, CON +16, WIS +7 Skills Athletics +26, Perception +7, Survival +7 Damage Resistances Cold, Fire, Lightning Damage Immunities Poison; Attacks made without advantage Condition Immunities Petrified, Poisoned Senses Darkvision 120 ft., Passive Perception 17 Languages Abyssal Challenge 25 (75,000 XP) Impossible Size. The goristro occupies a 60 foot square area of ground and is 200 feet tall. It can occupy the space of any creature smaller than Gargantuan. Thick Skull. While the goristro is not prone, it is immune to the effects of any mind-affecting spells or abilities not controlled by a creature on its head. Living Siege. The goristro has palisaded fortifications built into its back, shoulders, and head, sufficient to serve as a fighting platform for up to 40 medium creatures. A creature adjacent to the goristro may spend 30 feet of movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the goristro's legs. A creature may attempt the same check to climb from the goristro's legs to its back, or from its back to its head. Legs. While climbing on the goristro's legs, a creature must succeed on a DC 16 Dexterity saving throw whenever the goristro uses its Stride or fall off. Waist. While climbing on the goristro's waist, a creature has advantage on melee attacks against the goristro. Back. While climbing on the goristro's back, a creature has advantage on melee attacks against the goristro and the goristro cannot target it. Head. While climbing on the goristro's head, a creature has advantage on melee attacks against the goristro and on saving throws against its abilities. If a creature on the goristro's head scores a critical hit against it, the goristro falls prone at the end of its next turn. The Bigger They Are... If the goristro falls prone, it takes 70 (20d6) bludgeoning damage. Panicked Fury. While the goristro is Frightened, attacks against it are made at advantage and it cannot distinguish friend from foe. Limited Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects that deal non-psychic damage. Actions Crater Fist. The goristro swings its armored fist, striking a 10 foot radius centered on a point within 60 feet. Each creature in the area must make a DC 21 Dexterity saving throw, taking 65 (10d10 + 10) bludgeoning damage on a failure or moving to the nearest space outside the area on a success. A creature may use its reaction to gain advantage on this saving throw. Mountain Hurl. The goristro hurls a Gargantuan building or similar object up to 300 feet at a point it can see. At the beginning of the goristro's next turn, it lands. Each creature within 15 feet of that point is knocked prone, and must succeed on a DC 26 Dexterity saving throw or take 49 (6d12 + 10) bludgeoning damage, or half as much on a success. A creature riding on the object has advantage on this saving throw. A creature with at least 15 Passive Perception knows precisely where the strike will land. Titanic Stride. The goristro takes a single step, moving up to 60 feet, or standing from prone and moving up to 30 feet. Each creature within 10 feet of where it ends this movement that is not climbing on it must succeed on a DC 21 Dexterity saving throw or take 26 (3d10 + 10) bludgeoning damage and be knocked prone, or half as much on a success. Earthbreaker Leap (Recharge 5-6). The goristro leaps high into the sky. At the beginning of its next turn, it lands prone in a space within 120 feet. Each creature climbing on it must succeed on a DC 26 Strength saving throw or fall off, then each creature within 30 feet of it that is not climbing on it must succeed on a DC 26 Dexterity saving throw or take 34 (8d10) bludgeoning plus 35 (10d6) fire damage, be pushed up to 30 feet away, and be knocked prone, or take half as much damage on a success. Legendary Actions The goristro can take 1 legendary action, choosing from the options below. Stride. The goristro uses its Titanic Stride. Brush Off. The goristro attempts to dislodge a creature climbing on it. The creature must succeed on a DC 21 Dexterity saving throw or take 32 (5d12) bludgeoning damage and be pushed up to 30 feet away.


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