THE SHARED REFERENCE Adventurer

Monster

Nonaton Modron

Outside your table’s allowed sources

Official reference · MPP · 2014

Creature type
Construct
Size
Large
Armor class
16 (natural armor)
Hit points
161 (19d10 + 57)
Speed
Walk 30 ft., Fly 30 ft. (hover)
Challenge rating
10
Alignment
Lawful Neutral
Strength
18
Dexterity
13
Constitution
16
Intelligence
16
Wisdom
16
Charisma
13
Passive Perception
21
Initiative
+1
Saving Throws
int: +7; wis: +7
Skills
investigation: +7; perception: +11
Senses
truesight 120 ft.
Languages
Modron, telepathy 120 ft.

Traits

Axiomatic Mind

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

Combat Ready

The nonaton has advantage on initiative rolls.

Disintegration

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

Actions

Multiattack

The nonaton makes three Arm attacks and uses Pillar of Truth or Spellcasting.

Arm

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 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 nonaton can't use this arm against other targets. The nonaton has nine arms, each of which can grapple one target.

Pillar of Truth

The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) force damage, and the creature reverts to its original form (if it's in a different form) and can't assume a different form until the end of its next turn. On a successful save, a creature takes half as much damage only.

Spellcasting

The nonaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):

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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