THE SHARED REFERENCE Adventurer

Monster

Decaton Modron

Outside your table’s allowed sources

Official reference · MPP · 2014

Creature type
Construct
Size
Large
Armor class
16 (natural armor)
Hit points
144 (17d10 + 51)
Speed
Walk 30 ft., Fly 30 ft. (hover)
Challenge rating
8
Alignment
Lawful Neutral
Strength
18
Dexterity
12
Constitution
16
Intelligence
15
Wisdom
15
Charisma
11
Passive Perception
18
Initiative
+1
Saving Throws
int: +5; wis: +5
Skills
perception: +8
Senses
truesight 120 ft.
Languages
Modron, telepathy 120 ft.
Condition Immunities
charmed, frightened

Traits

Axiomatic Mind

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

Combat Ready

The decaton has advantage on initiative rolls.

Disintegration

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

Actions

Multiattack

The decaton makes three Tentacle attacks.

Tentacle

Melee Weapon Attack: +7 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 decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.

Lightning Rays (Recharge 6)

The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful save.

Spellcasting

The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

At will: detect magic, dispel magic, mending (as an action)

1/day each: plane shift (self only), protection from evil and good

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