Large Construct, Lawful Neutral
Armor Class 16 Natural Armor
Hit Points 200 (20d20)
Speed 15 ft., fly 30 ft.
STR
15 (+2)
DEX
8 (-1)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws CON +6, WIS +6
Skills Perception +6
Senses Truesight 120ft, Passive Perception 16
Languages Modron, Telepathy 44 miles
Challenge 9 (5,000 XP)
Proficiency Bonus +4

Axiomatic Mind. The decaton can't be compelled to act in a manner contrary to its nature or its instructions. 

Disintegration. If the decaton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Innate Spellcasting. The decaton's innate spellcasting ability is wisdom (spell save DC 14) . It can innately cast the following spells, requiring no components:
At will: cure wounds,  shield
2/day each: heal, antilife shell

Actions

Multiattack. The decaton makes 10 tentacle attacks.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 5 (1d8 + 1) bludgeoning damage. 

 

Legendary Actions

The decaton can take 2 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 decaton regains spent legendary actions at the start of its turn.

See. The decaton makes a perception check.

Tentacle. The decaton makes a tentacle attack.

Lumber. The decaton moves 10 feet.

 

Description

The 100 decatons are responsible for tending the welfare of the base modrons.

Previous Versions

Name Date Modified Views Adds Version Actions
9/2/2018 7:02:59 PM
8
3
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Coming Soon

Monster Tags: Modron

Peledon

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