17 (natural armor)
209 (22d12 + 66)
40 ft., fly 40 ft.(hover)
wis +8, int +9
perception +13
lightning, psychic
charmed, frightened
truesight 120 ft.
all, telepathy 120 ft.
13
+5
The hexton can't be compelled to act in a manner contrary to its nature or its instructions.
The hexton has advantage on initiative rolls.
If the hexton dies, its body disintegrates into dust, leaving behind anything it was carrying.
If the hexton fails a saving throw, it can choose to succeed instead.
The hexton can take up to three reactions per round but only one per turn.
The hexton makes one Pincer attack and two Tentacle attacks.
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.
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.
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