Large Construct, Lawful Evil
Armor Class 16 Natural
Hit Points 65 (10d10 + 10)
Speed 15 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws CHA +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Paralyzed
Senses Truesight 120ft, Passive Perception 14
Languages Common, Modron
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Altered Axiomatic Mind. The Creative Director can't be compelled to act in a manner contrary to its nature or instruction of its own choosing.

Disintegration. If the Creative Director dies, its body disintegrated into dust, leaving behind its weapons and anything else its carrying.

Innate Spellcasting. The Creative Director's spellcasting ability is Intelligence (spell save DC 13, +5  to hit with spell attacks). The Creative Director can innately cast the following spells, requiring no material components:

At will: Clairvoyance, Command, Dimension Door, Guiding Bolt, Healing Word, Lesser Restoration, Mending

Actions

Multiattack. The Creative Director makes ten tentacle attacks. If five attacks hit a Medium or smaller target, the target is grappled (escape DC 12) and the amount of attacks available for the Creative Director is reduced by five. This effect can occur two times for a total of two grappled targets with five tentacles each.

Tentacle. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) slashing damage.

Reactions

Emergency Wall of Force. The Creative Director adds 10 to its AC against a melee or ranged attack that would hit it. Until the end of the round, whenever the Creative Director is attacked from that same 10ft. side of its body, it may add 10 to its AC against those melee and ranged attacks.

Description

The Creative Director is a Decaton, an officer in the Modron society who presides over the lower Modron types (Pentadrone, Quadrone, and below). Decatons are administrators and commanders in the Modron Ilierarchy and are given a small Modron army to enforce their orders. This Decaton however, was given a special assignment by the Modron deity and leader, Primus. Given command over the dungeon curiosity experiments, it has almost complete control over its own plane of existence.

Decaton's are shaped like spheres attached to two metallic legs. Around their spherical torso, they have ten tentacles and four evenly spaced eyes. On their head is a clay-like malleable mouth that's quite large with many teeth. Decaton's are powerful spellcasters with a range of utility and lawful spells.

The Creative Director is unique compared to its fellow Decaton's, as it shows flares of rogue activity, such as giving itself a name and displaying semblances of emotions like hate. These alterations in programming came about through its entrapment within the Modron Maze pocket dimension. Being a purely lawful being, the Creative Director is unable to escape its "prison" until it finds an answer to the question: what draws adventures to dungeons? This, however, has proven to be an almost impossible task.

Credit: The Modron Maze Patrick Hoffman

Lair and Lair Actions

These occur at the start of the Director's turn.
Turn 1: Mirror Mirror. As the rooms start expanding out into an infinite number of reflections, three reflections of the Creative Director also appear around him. The Creative Director casts Mirror Image on himself.

Turn 2: Get away from me. The Director targets up to five creatures of its choice within 30ft. If they are unwilling, they must make a DC 16 Wisdom saving throw or be teleported to an unoccupied space within 60ft of the Creative Director. The space must be on hard ground.

Turn 3: I am the God here. Until the start of the Directors next turn, every d20 roll made by any character results in a score of 10.

Turn 4+: My will made reality. The Creative Director casts the spell Command for free.

DiceSully

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