Medium Construct, Lawful Neutral
Armor Class 18
Hit Points 290 (56d10 + 5)
Speed 40 ft., swim 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
17 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws DEX +9, WIS +8
Skills Perception +6
Senses Truesight 120 ft, Passive Perception 16
Languages Modron
Challenge 15 (13,000 XP)
Proficiency Bonus +5

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

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

Advanced Inquisition. The septon can innately cast detect thoughts and detect magic at will, and teleport (self-only) 1/day, needing no components. Its spellcasting ability is wisdom (save DC 15), and other modrons have disadvantage on their saving throw against it.

Actions

Multiattack. The septon makes 7 arm attacks. 

Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (4d6 + 2) slashing damage. 

Legendary Actions

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

Detect. The septon casts detect thoughts or detect magic.

Move. The septon moves up to 20 feet.

Arm. The septon makes an arm attack.

Description

The 49 septons patrol mechanism, keeping everything in order.

Monster Tags: Modron

Peledon

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