Small Monstrosity, Unaligned
Armor Class 10 Natural Armor
Hit Points 75 (10d12 + 30)
Speed 25 ft.
STR
13 (+1)
DEX
7 (-2)
CON
17 (+3)
INT
2 (-4)
WIS
8 (-1)
CHA
3 (-4)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Prone, Stunned
Senses Passive Perception 12
Languages none
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Plate Shifting. Whenever a nonmagical attack is made against the Armornoid it shifts its metal plates to add a d20 to its armor class for each individual attack. This feature resets between each attack made against this creature.

Actions

Curl Up. The Armornoid may use its action to curl up into a metal ball and be considered prone. While the Armornoid is in this state it has a permanent AC bonus +10 and it may not use any other actions or reactions until it uncurls.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the target is a creature, it must succeed on a DC 13 Consitution saving throw or take 4d6 poison damage on a failure and half as much on a success.

Description

The Armornoid is a very docile creature preferring to lay curled up in its naturally occurring metal shell feeding off of any creature who comes up to their shiny exterior out of curiosity. They are very rarely alone and tend to be in packs of four to five and because of the docile behavior many rich nobles like to use them in rock gardens or other forms of decoration.

Armornoids are very harmless creatures and resemble the likeness of turtles with their leathery skin and the toothless maw however their potency is within their bite since it is extremely poisonous.

Monster Tags: monstrosity

Habitat: Grassland

PerfectPetWings

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