Large Construct, Lawful Neutral
Armor Class 19 Natural Armor
Hit Points 340 (34d20)
Speed 30 ft., fly 40 ft.
STR
17 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws CON +10, INT +11
Skills Arcana +4, Perception +6
Damage Immunities Psychic
Senses Truesight 120 ft, Passive Perception 16
Languages All
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Actions

Multiattack. The quinton makes 4 arm attacia and 1 tail attack.

Arm. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 20 (4d10) bludgeoning damage and 5 (1d10) psychic damage.

Tail. Melee Weapon Attack+10 to hit, reach 10 ft., 1 target. Hit: 20 (4d10) bludgeoning damage.

Legendary Actions

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

Fly. The quinton flies up to 20 feet.

Strike. The quinton makes an arm attack.

Crush (Cost 2 Actions). The quinton makes 2 arm attacks on one creature.

Description

The 25 quintons act as the bureaucrats and record keepers of Mechanus.

Lair and Lair Actions

Each quinton heads a separate bureau tower in order to record the activities in the different regions of Mechanus.

Lair Actions

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

  • The quinton fills a creature's head with images of the whole modron race. The creature makes a DC 18 intelligence saving throw, taking 2d6 psychic damage on a failure.
  • Papers fly up into the air in a 15 foot radius around the quinton, creating a heavily obscured area until it's next turn.

Monster Tags: Modron

Peledon

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