Large Humanoid, Chaotic Evil
Armor Class 17 natural
Hit Points 220 (20d10 + 100)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +9, DEX +6, CON +9, CHA +8
Skills Acrobatics +7, Intimidation +9, Persuasion +9, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Big Dick Randy fails a saving throw, he can choose to succeed instead.

Bravado. Big Dick Randy gains advantage on Charisma checks and saving throws as long as he is not incapacitated.

Cunning Action. On each of his turns, Big Dick Randy can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

Multiattack. Big Dick Randy makes three attacks with his Slam. He can switch out one of his attack with Butt Grab. 

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 27 (4d10 + 5) bludgeoning damage.

Butt Grab. (Recharge 5–6) Randy targets one creature he can see within 30 feet. The target must succeed on a DC 17 Dexterity saving throw or be incapacitated until the end of its next turn as Randy playfully "steals" their butt, leaving them momentarily stunned. Randy then gains advantage on his next attack against that target.

Mischievous Shadows. (Recharge 4–6) Randy can move through the shadows, teleporting up to 30 feet to an unoccupied space he can see. After he teleports, he has advantage on his first melee attack against a creature he can see before the end of the turn.

Legendary Actions

Big Dick Randy 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. Randy regains spent legendary actions at the start of his turn.

Move. Randy moves up to half his speed without provoking opportunity attacks

Slam Attack. Randy makes one Slam attack

Taunt (Costs 2 Actions). Randy targets one creature he can see within 30 feet. The target must succeed on a DC 16 Charisma saving throw or have disadvantage on attack rolls against targets other than Randy until the end of its next turn.

 

Lair and Lair Actions

If Randy has a lair, he can use lair actions. On initiative count 20 (losing initiative ties), he can take one lair action to cause one of the following effects:

  • Illusory Shadows. Randy creates illusory duplicates of himself, causing each creature within 30 feet to make a DC 15 Intelligence saving throw. On a failed save, the creature has disadvantage on its next attack roll.
  • Cackling Laughter. Randy lets out a mischievous laugh. Each creature within 30 feet must make a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn as they are distracted by the laughter
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