Tertian (Hierarch Modron) (CR 19)
Large Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +18 (fixed); Senses: darkvision 60 ft., Listen +40, and Spot +40
Languages: Modron, Telepathy 405 miles
AC: 39 (-1 size, +5 Dexterity, +24 natural), touch 14, flat-footed 34
Hit Dice: 26d10+30 (199 hp); DR: 15/adamantine and chaotic
Fort +10, Ref +13, Will +17
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +19; Grapple +36
Attack: Tail slap +27 melee
Full Attack: Tail slap +27 melee, 2 slams +25 melee
Damage: Tail slap 4d6+22 plus stunning blow, 2 slams 2d6+11 (5-point Power Attack)
Special Attacks/Actions: Spell-like abilities, spells, stun
Abilities: Str 36, Dex 21, Con -, Int 30, Wis 28, Cha 26
Special Qualities: Construct traits, damage reduction 15/adamantine and chaotic, fixed initiative, resistance to acid 10, cold 10, and fire 10, spell resistance 31, telepathy
Feats: Cleave; Empower Spell; Extend Spell; Great Fortitude; Improved Toughness; Maximize Spell; Multiattack; Power Attack; Quicken Spell-Like Ability (wall of force)
Skills: Concentration +29, Diplomacy +41, Gather Information +37, Intimidate +37, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (the planes) +39, Listen +40, Search +39, Sense Motive +38, Spellcraft +43, and Spot +40
Advancement: By character class
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary
Treasure/Possessions: None
Source:
Dungeon #144
A tertian attacks with its spells, spell-like abilities, fists, and tail 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 (DC 19), greater teleport (self plus 50 pounds of objects only), wall of force. Caster level 19th.
Spells: A tertian modron casts spells as a 19th-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 tertian modron, meaning that the creature does not need a divine focus to cast them.
Stunning Blow (Ex): A creature struck by a tertian's tail slam must make a DC 36 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.
Telepathy (Su): A tertian can communicate telepathically with any creature within 405 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).