Randomon (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature does not have a set CR due to the use of rolls to determine its strength. It can be considered about a CR8 at most, and on average is a CR6, and a minimum of CR4.

Randomon[edit]

Large monstrosity, any chaotic alignment


Armor Class 10 (see Shield Shift below)
Hit Points 82 (15d10)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Damage Immunities see Immunity Change below
Condition Immunities see Immunity Change below
Senses darkvision 60 ft., passive Perception 10
Languages Common


Immunity Change. At the start of each of the randomon's turn, roll two d12s. The result determines the randomon's condition and damage immunities for that turn. These immunities are lost at the beginning of the randomon's next turn.
The order of condition immunities is: 1, blinded; 2, charmed; 3, deafened; 4, frightened; 5, grappled; 6, paralyzed; 7, petrified; 8, poisoned; 9, prone; 10, restrained; 11, stunned; 12, unconscious.
The order of damage immunities is: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, necrotic; 7, poison; 8, psychic; 9, radiant; 10, thunder; 11-12 bludgeoning, piercing, and slashing from nonmagical attacks.

Shield Shift (1/Turn). 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, ability check, or attack roll, roll an additional d10. The result is added to the d20 roll.

ACTIONS

Random Multiattack. The randomon makes 1d4 attacks.

Random Strike. Melee Weapon Attack: +d10 to hit, reach 5 ft., one target. Hit: Roll a d4 and multiply the result with a d6 roll. The attack deals that amount of damage. The type of damage is the same as the randomon's damage immunity for this turn.

Random Shot. Ranged Weapon Attack: +d10 to hit, reach 5d12 ft., one target. Hit: Roll a d4 and multiply the result with a d6 roll. The attack deals that amount of damage. The type of damage is the same as the randomon's damage immunity for this turn.


The randomon is a deceptively dumb creature that 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. They are said to live for the thrill and do not fear luck whether good or bad.

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.

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