Large Construct, Lawful Neutral
Armor Class 18 Natural Armor
Hit Points 250 (50d10)
Speed 30 ft., fly 30 ft., swim 20 ft.
STR
15 (+2)
DEX
17 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws DEX +8, INT +8
Skills Perception +6
Senses Truesight 120ft, Passive Perception 16
Languages Modron
Challenge 13 (10,000 XP)
Proficiency Bonus +5

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

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

Greater Cognisance. The octon is aware of all the activities of lesser modrons within 80 miles.

Control. The octon can innately cast telekenisis at will, needing no components. Its spellcasting ability is intelligence (save DC 15).

Actions

Multiattack. The octon makes 8 arm attacks.

Arm. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 8 (2d6 + 2) slashing damage. The target must succeed on a DC 13 dexterity saving throw or be pulled up to 5 feet in the octon's direction. 

Summon Allies (1/day). The octon summons a decaton and 5 pentatdrones to assist it. They appear in the nearest empty spaces to the octon.

Legendary Actions

The octon 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 nonaton regains spent legendary actions at the start of its turn.

Fly. The octon flies up to 20 feet.

See. The octon makes a perception check.

Control (Costs 2 Actions). The octon cast telekenisis.

Description

The 64 octons each govern and regulate a section of Mechanus.

Lair and Lair Actions

Octons live in the 64 sector towers that sit on the primary cogs of each sector. Tall imposing structures, the white towers allow the octon to see far across its sector.

Lair Actions

On initiative count 20 (losing initiative ties), the octon takes a lair action to cause one of the following effects; the octon can’t use the same effect two rounds in a row:

  • Up to 8 doors in the tower slam shut and cannot be opened by any means until the octon dismisses the effect as a bonus action.
  • All modrons in the tower gain 1d6 hit points.

Monster Tags: Modron

Peledon

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