Huge Construct, Lawful Neutral
Armor Class 19 Natural Armor
Hit Points 440 (44d20)
Speed 30 ft., fly 40 ft.
STR
19 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
19 (+4)
WIS
19 (+4)
CHA
19 (+4)
Saving Throws STR +11, INT +11
Skills Intimidation +4, Perception +6
Senses Truesight 120 ft, Passive Perception 16
Languages Modron
Challenge 21 (33,000 XP)
Proficiency Bonus +7

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

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

Great Cogs. Quartons can use the movement of mechanus to change the area around it. Twice per day, the quarton can summon 4 pillars of metal which are 15 feet high and 5 feet wide. Creatures in the same area of the pillars must succeed on a DC 15 dexterity saving throw or take 2d6 bludgeoning damage and be pushed upwards by the metal. 

Control. The quarton can innately cast telekenisis at will, needing no components. Its spellcasting ability is intelligence (save DC 16).

Actions

Mutiattack. The quarton makes 4 arm attacks

Arm. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 40 (6d12 + 4) bludgeoning damage. 

Wingbeat. The quarton beats its wings. Each creature in a 30-foot cone must make a strength saving throw or be pushed 20 feet away from the quarton.

Legendary Actions

The quarton can take 4 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 quarton regains spent legendary actions at the start of its turn.

Wingbeat. The quarton uses the wingbeat action.

Control. The quarton casts telekinesis.

Arm (costs 2 actions). The quarton makes an arm attack.

Description

The 16 quartons control each region of mechanus.

Monster Tags: Modron

Peledon

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