Charge. 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.
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.
Siege Monster. The goristro deals double damage to objects and structures.
Innate Spellcasting. The goristro can call upon their infernal pact with their arch devil patron to cast an assortment of spells per day. These spells will use their Charisma as their Spellcasting ability and be used as delineated how many times below, per day. Spell Save DC is 15
cantrip:(at will) Eldritch Blast
Lv 1:(3 slots total daily) Charm Person, Expeditious Retreat, Comprehend Languages
Lv 2(3 slots daily) Darkness, Invisibility, Shatter
Lv 3(3 slots daily) Counterspell, Vampiric Touch, Fear
Lv 4( 3 slots daily) Banishment, Blight, Dimension Door
Lv 5 (3 slots daily) Dream, Hold Monster, Dominate Person
Lv 6(3 slots daily) Mass Suggestion, Eyebight, Flesh to Stone
Lv 7(3 slots daily) Finger of Death , Plane Shift, Prismatic Spray
Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Hoof. 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.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.
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