Decaton (Hierarch Modron) (CR 8)
Alignment: Always lawful neutral
Initiative: +4 (+2 Dex, +4 Improved Initiative); Senses: all-around vision, darkvision 60 ft., Listen +14, and Spot +14
Languages: Telepathy 44 miles
AC: 25 (+2 Dex, +13 natural), touch 12, flat-footed 23
Hit Dice: 10d8+20 (65 hp); DR: 20/magic
Fort +9, Ref +9, Will +9
Speed: 30 ft., fly 10 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +10; Grapple +5
Attack: 10 tentacles +10 melee
Full Attack: 10 tentacles +10 melee
Damage: Tentacle 1d6
Special Attacks/Actions: Spell-like abilities, spells
Abilities: Str 11, Dex 15, Con 15, Int 14, Wis 14, Cha 14
Special Qualities: modron qualities, resistances, SR 13
Feats: Alertness; Improved Initiative; Spell Penetration
Skills: Concentration +14, Diplomacy +10, Gather Information +8, Heal +15, Knowledge (planes) +10, Listen +14, Search +9, Sense Motive +9, Spellcraft +12, Spot +14, and Survival +9
Advancement: 11-30 HD (Medium-size)
Climate/Terrain: Any land
Spell-like Abilities: At will -- clairaudience/clairvoyance, command, dimension door, heal, healing circle, remove disease, remove paralysis and teleport without error (self plus 50 pounds of objects only), and wall of force. All are as the spells cast by a 10th-level sorcerer (save DC 12 + spell level).
Spells: They can replicate cleric spells as 10th-level casters (save DC 12 + spell level). Decatons have access to the domains of Law, Protection, and War.
All-Around Vision (Ex): A decaton has four eyes spaced equally apart along its spherical body. It can see in all directions around it at all times. It gains a +4 racial bonus to Spot and Search checks. It cannot be flanked.
Resistances (Ex): Acid, cold, and fire resistance 10.
Modron Qualities (Ex): Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.
Telepathy (Su): Decatons can communicate telepathically with any creature within 44 miles that has a language.