Hexton Modron

Huge construct, typically lawful neutral

Armor Class

17 (natural armor)

Hit Points

209 (22d12 + 66)

Speed

40 ft., fly 40 ft.(hover)

Saves

wis +8, int +9

Skills

perception +13

Damage Resistances

lightning, psychic

Condition Immunities

charmed, frightened

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

13

Proficiency Bonus

+5

Axiomatic Mind

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

Combat Ready

The hexton has advantage on initiative rolls.

Disintegration

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

Legendary Resistance (4/Day)

If the hexton fails a saving throw, it can choose to succeed instead.

Reactive

The hexton can take up to three reactions per round but only one per turn.

Actions

Multiattack

The hexton makes one Pincer attack and two Tentacle attacks.

Pincer

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn.

Tentacle

Melee Weapon Attack: +9 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 hexton can't use this tentacle against other targets. The hexton has six tentacles, each of which can grapple one target.

Spellcasting

The hexton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): • At will: detect magic, dispel magic, mending (as an action) • 1/Day each: plane shift (self only), protection from evil and good