Septon Modron

CreatureMPPp. 402014

Large construct, lawful neutral

Armor Class
17 (natural armor)
Hit Points
204 (24d10 + 72)
Speed
fly 30 ft. (hover), swim 30 ft., 30 ft., canHover true ft.
Challenge
12 (8,400 XP)
STR
18
+4
DEX
15
+2
CON
17
+3
INT
18
+4
WIS
16
+3
CHA
14
+2
Saving Throws
Int +8, Wis +7
Skills
Perception +11
Damage Resistances
lightning; psychic
Senses
truesight 120 ft., passive Perception 21
Languages
all, telepathy 120 ft.

Traits

Axiomatic Mind.

The septon can't be compelled to act in a manner contrary to its nature or its instructions.

Combat Ready.

The septon has advantage on initiative checks.

Disintegration.

If the septon dies, its body disintegrates into dust, leaving behind anything it was carrying.

Actions

Multiattack.

The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting.

Tentacle.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the septon can't use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target.

Lightning Network.

The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) lightning damage and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

Spellcasting.

The septon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

Raw data
{
  "ac": [
    {
      "ac": 17,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "12",
  "hp": {
    "average": 204,
    "formula": "24d10 + 72"
  },
  "cha": 14,
  "con": 17,
  "dex": 15,
  "int": 18,
  "str": 18,
  "wis": 16,
  "name": "Septon Modron",
  "page": 40,
  "save": {
    "int": "+8",
    "wis": "+7"
  },
  "size": [
    "L"
  ],
  "type": "construct",
  "skill": {
    "perception": "+11"
  },
  "speed": {
    "fly": {
      "number": 30,
      "condition": "(hover)"
    },
    "swim": 30,
    "walk": 30,
    "canHover": true
  },
  "trait": [
    {
      "name": "Axiomatic Mind",
      "entries": [
        "The septon can't be compelled to act in a manner contrary to its nature or its instructions."
      ]
    },
    {
      "name": "Combat Ready",
      "entries": [
        "The septon has advantage on initiative checks."
      ]
    },
    {
      "name": "Disintegration",
      "entries": [
        "If the septon dies, its body disintegrates into dust, leaving behind anything it was carrying."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting."
      ]
    },
    {
      "name": "Tentacle",
      "entries": [
        "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the septon can't use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target."
      ]
    },
    {
      "name": "Lightning Network",
      "entries": [
        "The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) lightning damage and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
      ]
    }
  ],
  "resist": [
    "lightning",
    "psychic"
  ],
  "senses": [
    "truesight 120 ft."
  ],
  "source": "MPP",
  "passive": 21,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "AOE",
    "MW",
    "RCH"
  ],
  "alignment": [
    "L",
    "N"
  ],
  "languages": [
    "all",
    "telepathy 120 ft."
  ],
  "senseTags": [
    "U"
  ],
  "actionTags": [
    "Multiattack",
    "Tentacles"
  ],
  "damageTags": [
    "L",
    "P"
  ],
  "initiative": {
    "advantageMode": "adv"
  },
  "languageTags": [
    "TP",
    "XX"
  ],
  "spellcasting": [
    {
      "name": "Spellcasting",
      "type": "spellcasting",
      "will": [
        "{@spell detect magic}",
        "{@spell dispel magic}",
        "{@spell mending} (as an action)"
      ],
      "daily": {
        "1e": [
          "{@spell plane shift} (self only)",
          "{@spell protection from evil and good}",
          "{@spell sending}"
        ]
      },
      "ability": "int",
      "displayAs": "action",
      "headerEntries": [
        "The septon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):"
      ]
    }
  ],
  "hasFluffImages": true,
  "alignmentPrefix": "typically ",
  "conditionInflict": [
    "stunned"
  ],
  "referenceSources": [
    "SatO",
    "ToFW"
  ],
  "spellcastingTags": [
    "O"
  ],
  "savingThrowForced": [
    "dexterity"
  ],
  "savingThrowForcedSpell": [
    "charisma"
  ]
}
Septon Modron ยท Wiki