Randomon (5e Creature)
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Large fiend, any chaotic alignment
Shield Shift. When the randomon is targeted by an attack roll, roll a d20. The result is added to the randomon's AC. The randomon's AC resets to 10 at the end of every creature's turn.
Unreliable Survivability. When the randomon makes a saving throw, roll an additional d10. The result is added to the d20 roll.
Pliable Skill. When the randemon makes an ability check, roll an additional d10. The result is added to the d20 roll.
Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.
The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.
This deceptively intelligent creature appears to often be a run-of-the-mill monstrous beast. However, it is known to sometimes appear in places of civilizations rather than crumbling dungeons, often as a disguised merchant or soothsayer of sorts. They speak mainly in riddles and are very capricious. It is nigh impossible to tell what runs through their mind or what they will do next.
Changing Armor. The randomon's armored body constantly adapts to new stimuli. It starts off initially rather soft. Whenever struck, the natural scales can shift into varying degrees of hardness. Normally, this would mean a randomon's defense can be impenetrable. However, due to their own whims, their armor hardness changes unpredictably. After one strike, it may turn hard as a diamond. In the next moment, it may have become as brittle as a bone. This tactic of unpredictable defenses extends to the randomon's adaptability, which makes it sometimes extremely hard to hit with even magic, and then completely clumsy in the next moment.