Goristro (CR 13)
Huge Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., see invisibility, Listen +21, and Spot +21
AC: 23 (-2 size, -1 Dex, +16 natural) , touch 7, flat-footed 23
Hit Dice: 16d8+96 (168 hp); DR: 20/magic
Fort +16, Ref +9, Will +12
Speed: 40 ft.
Space: 5 ft./10 ft.
Base Attack +16; Grapple +20
Attack: 2 slams +23 melee; or rock +13/+8/+3 ranged
Full Attack: 2 slams +23 melee; or rock +13/+8/+3 ranged
Damage: Slam 2d6+13; rock 2d8+9
Special Attacks/Actions: Stamp, rock throwing
Attack Options: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack
Abilities: Str 29, Dex 8, Con 23, Int 5, Wis 15, Cha 13
Special Qualities: Fast healing 5, SR 22, Tanar'ri qualities
Feats: Blind-fight; Cleave; Improved Bull Rush; Power Attack; Improved Sunder
Skills: Intimidate +20, Jump +13, Listen +21, Sense Motive +21, and Spot +21
Advancement: 17-23 HD (Huge); 24-48 HD (Gargantuan)
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Stamp (Ex): By stamping its massive feet on the ground, a goristro can produce a shock wave that sends its foes careening off-balance. The shock lasts 1 round, during which time creatures on the ground within 60 feet of the goristro can't move or attack. Spellcasters within range must make successful Concentration checks (DC 20 + spell level) or lose any spells they try to cast. All creatures standing in range must make Reflex saves or fall down. Most structures on open ground and caverns underground collapse, dealing 8d6 points of damage to those caught within or beneath the rubble (Reflex DC 15 half). The goristro can stamp this way three times per day.
Spell-Like Abilities: At will - fear as the spell cast by a 10th-level sorcerer (save DC = 11 + spell level). A goristro can continuously use see invisibility as the spell cast by a 10th-level sorcerer.
Rock Throwing (Ex): Goristro are trained to throw rocks weighing 60 to 80 pounds. These missiles have a range increment of 140 feet.
- Immunities (Ex): Tanar'ri are immune to poison and electricity
- Resistances (Ex): Tanar'ri have acid, cold, and fire resistance 20.
- Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.