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).
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.
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.
Comments