Decaton (Hierarch Modron) (CR 8)

Medium Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +7 fixed; Senses: all-around vision, darkvision 60 ft., Listen +18, and Spot +18
Languages: Telepathy 44 miles


AC: 25 (+2 Dex, +13 natural), touch 12, flat-footed 23
Hit Dice: 10d10+30 (85 hp); DR: 5/adamantine or chaotic
Fort +3, Ref +5, Will +7
Speed: 30 ft., fly 10 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +10
Attack: Tentacle +10 melee
Full Attack: 10 tentacles +10 melee
Damage: Tentacle 1d6+3
Special Attacks/Actions: Spell-like abilities, spells
Abilities: Str 16, Dex 15, Con -, Int 18, Wis 18, Cha 18
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, all-around vision, damage reduction 5/adamantine or chaotic, resistance to acid 10, cold 10, and fire 10, modron status, spell resistance 18, telepathy
Feats: Alertness; Hover; Improved Toughness; Spell Penetration
Skills: Concentration +10, Diplomacy +16, Gather Information +10, Knowledge (any two) +10, Listen +18, Search +12, Sense Motive +10, Spellcraft +10, Spot +18, and Survival +12
Advancement: By character class
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary
Treasure/Possessions: None

Source: Converted

A decaton attacks with its spell-like abilities and tentacles in combat.

Fixed Initiative (Ex): Modrons have a limited form of prescience that governs when they take action in a conflict, and they never waver from this schedule. As a result, a modron's initiative check is always equal to half its Hit Dice, modified by its Dexterity modifier. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check.

Spell-like Abilities: At will -- clairaudience/clairvoyance, command, heal (constructs only), mass repair moderate wounds, remove disease, remove paralysis, greater teleport (self plus 50 pounds of objects only), and wall of force. All are as the spells cast by a 10th-level sorcerer (save DC 12 + spell level).

Spells: A decaton modron casts spells as a 10th-level sorcerer, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.

All-Around Vision (Ex): A decaton has four eyes spaced equally apart along its spherical body. It can see in all directions around it at all times. It gains a +4 racial bonus to Spot and Search checks. It cannot be flanked.

Resistances (Ex): Acid, cold, and fire resistance 10.

Modron Qualities (Ex): Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Modron Status (Su): Because a decaton is in charge of the physical welfare of modrons, it possesses an ability to ascertain the conditions of modrons within range. A decaton has a constant status effect that applies only to modrons within range of its telepathy.

Telepathy (Su): Decatons can communicate telepathically with any creature within 44 miles that has a language.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).