Septon Modron

Large construct, typically lawful neutral

Armor Class

17 (natural armor)

Hit Points

204 (24d10 + 72)

Speed

30 ft., fly 30 ft.(hover), swim 30 ft.

Saves

wis +7, int +8

Skills

perception +11

Damage Resistances

lightning, psychic

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

12

Proficiency Bonus

+4

Axiomatic Mind

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

Combat Ready

The septon has advantage on initiative checks.

Disintegration

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

Actions

Multiattack

The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting.

Tentacle

Melee Weapon Attack: +8 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 septon can't use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target.

Lightning Network

The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) lightning damage and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

The septon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): • At will: detect magic, dispel magic, mending (as an action) • 1/Day each: plane shift (self only), protection from evil and good, sending