THE SHARED REFERENCE Adventurer

Monster

Octon Modron

Outside your table’s allowed sources

Official reference · MPP · 2014

Creature type
Construct
Size
Large
Armor class
18 (natural armor)
Hit points
187 (22d10 + 66)
Speed
Walk 30 ft., Fly 30 ft. (hover), Swim 30 ft.
Challenge rating
11
Alignment
Lawful Neutral
Strength
18
Dexterity
14
Constitution
17
Intelligence
17
Wisdom
16
Charisma
14
Passive Perception
21
Initiative
+2
Saving Throws
int: +7; wis: +7
Skills
perception: +11
Senses
truesight 120 ft.
Languages
Modron, telepathy 120 ft.
Resistances
psychic

Traits

Axiomatic Mind

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

Combat Ready

The octon has advantage on initiative checks.

Disintegration

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

Actions

Multiattack

The octon makes three Tentacle attacks.

Tentacle

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 9 (2d8) lightning damage.

Whirlwind of Tentacles (Recharge 5–6)

The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself.

Spellcasting

The octon 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

Quick preview