Large Construct, Lawful Neutral
Armor Class 20 Natural Armor+ Metal Plating
Hit Points 105 (12d10 + 45)
Speed
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
13 (+1)
CHA
16 (+3)
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Poisoned, Prone
Senses Truesight 120 ft, Passive Perception 15
Languages Celestial, Modron, telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Axiomatic Mind.  The Augmented Nonaton Power Plant can’t be compelled to act in a manner contrary to its nature or its instructions.

Spellcasting.

The modron’s innate spellcasting ability is Charisma (spell save DC 16, +6 to spell attacks). It can innately cast the following spells, requiring no material components:

At will: command, detect evil and good, thunderclap, mirror image, web, zone of truth
3/day each: Call Lightning
1/day each: power word stun, slow, Whirlwind, Chain Lightning

Actions

Multiattack. The modron makes four Arc Gun attacks.

Arc Gun. Ranged Weapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 9 (2d6 + 3) Lightning damage.

Self-Destruct. Only usable when the Legendary Action: Overload Activated is used. The modron begins to gather in energy. At the start of its next turn, the modron will explode reducing its own hp to 0. Each creature within 60 feet must make a DC 13 Dexterity Save, or take 10d10 Fire Damage. A success results in half damage. 

Legendary Actions

The Augmented Nonaton Power Plant can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time, and only at the end of another creature's turn. The Augmented Nonaton Power Plant regains spent legendary actions at the start of it's turn.

Arc Shut (Costs 1 Action). The Augmented Nonaton Power Plant uses an Arc Gun Attack.

Static Cling (Cost 1 Action). The Augmented Nonaton Power Plant fills the air with a low electrical charge, causing all metal objects within 30ft to become magnetized. Any creature in range wearing metal armor has their speed halved, and all attacks with metal weapons are at disadvantage.

Overload Activated (Cost 3 Actions). Only available once the modron is below 25% health. The Augmented Nonaton Power Plant locks itself down with additional plating, raising it's AC by +5. It can now use the Self-Destruct action. 

 

Description

This Nonatan as be retrofitted as a the powersource for the Corrupted Shard Plane. It's natural magical energy has been re-purposed as electricity for the shard. It has been crippled and bolted to the floor and ceiling. However, this modron is still a powerful creature that is in charge of many lesser modrons.  

Lair and Lair Actions

The Augmented Nonaton Power Plant is unable to completely control its new electrical energy. As such, it must let loose this energy in a variety of ways

Lair Actions

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

  • A blast of lightning erupts from the modron in a 30ft cone in a random direction (roll a d8 for the direction, a 1 being "up," moving clockwise. Any creature in the cone must make a DC 13 Dexterity save or take 3d6 lightning damage, or half as much on a successful save.
  • Electricity arcs to any metal touch the floor. Any metal object, metal boots, or any metal weapon on the ground via being prone or dropped, is welded to the ground until the end of the Augmented Nonaton Power Plant's next turn. If a worn or held object is affected, the creature in possession of the object can make a DC 15 Strength Save to resist the weld. A creature may also free this metal object using an action. 

 

MurderHobb68

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