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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6996629" data-attributes="member: 5834"><p><strong>GORISTRO</strong></p><p></p><p><strong>GORISTRO</strong> Huge fiend (demon), chaotic evil</p><p>Armor Class 19 (natural armor); Hit Points 310 (23d12 + 161); Speed 40ft.</p><p>STR 30 (+10) DEX 11 (+0) CON 25 (+7) INT 6 (- 2) WIS 13 (+1) CHA 14 (+2)</p><p>Saving Throws Str +13, Dex +6, Con +13, Wis +7</p><p>Skills Perception +7, Athletics +16</p><p>Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons; Damage Immunities poison</p><p>Condition Immunities poisoned</p><p>Senses darkvision 120 ft., passive Perception 17</p><p>Languages Abyssal</p><p>Challenge 17 (18,000 XP)</p><p>Charge. If the goristro moves at least 15 feet straight toward targets in its path, targets must make a DC 24 Dexterity save to avoid the hooves or take 22 (4d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 20 feet away and knocked prone. The Goristro can make a gore attack with advantage when charging. If successful, the target takes an additional 38 (7d10) piercing damage and must make a DC 20 Dexterity saving throw or be pinned on the horn. If pinned on the horn, must make a DC 24 Strength or Dexterity save to escape causing them 22 (4d10) piercing damage in the process.</p><p></p><p>Labyrinthine Recall. The goristro ca n perfectly recall any path it has traveled.</p><p></p><p>Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects.</p><p></p><p>Siege Monster. The goristro deals double damage to objects and structures.</p><p></p><p>ACTIONS</p><p>Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.</p><p></p><p>Fist. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 20 (3d8 + 10) bludgeoning damage.</p><p></p><p>Hoof Melee Weapon Attack:+ 16 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.</p><p> </p><p>Gore. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 45 (7dl0 + 10) piercing damage.</p><p></p><p></p><p>DM Note: The Goristro is still a huge, monstrous bag of hit points, but it's much better at it. I changed the trample component of charge into something that works every time without having to roll a hit roll. You want your PCs to feel like they are fighting a demonic beast capable of killing them. This Goristro is much better at that function even against well built characters in any environment.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6996629, member: 5834"] [b]GORISTRO[/b] [B]GORISTRO[/B] Huge fiend (demon), chaotic evil Armor Class 19 (natural armor); Hit Points 310 (23d12 + 161); Speed 40ft. STR 30 (+10) DEX 11 (+0) CON 25 (+7) INT 6 (- 2) WIS 13 (+1) CHA 14 (+2) Saving Throws Str +13, Dex +6, Con +13, Wis +7 Skills Perception +7, Athletics +16 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons; Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Abyssal Challenge 17 (18,000 XP) Charge. If the goristro moves at least 15 feet straight toward targets in its path, targets must make a DC 24 Dexterity save to avoid the hooves or take 22 (4d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 20 feet away and knocked prone. The Goristro can make a gore attack with advantage when charging. If successful, the target takes an additional 38 (7d10) piercing damage and must make a DC 20 Dexterity saving throw or be pinned on the horn. If pinned on the horn, must make a DC 24 Strength or Dexterity save to escape causing them 22 (4d10) piercing damage in the process. Labyrinthine Recall. The goristro ca n 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: +16 to hit, reach 10ft., one target. Hit: 20 (3d8 + 10) bludgeoning damage. Hoof Melee Weapon Attack:+ 16 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. Gore. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 45 (7dl0 + 10) piercing damage. DM Note: The Goristro is still a huge, monstrous bag of hit points, but it's much better at it. I changed the trample component of charge into something that works every time without having to roll a hit roll. You want your PCs to feel like they are fighting a demonic beast capable of killing them. This Goristro is much better at that function even against well built characters in any environment. [/QUOTE]
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