Hexton (Hierarch Modron) (CR 14)
AC: 30 (-1 size, +3 Dexterity, +18 natural), touch 12, flat-footed 27
Hit Dice: 18d10+48 (147 hp); DR: 10/adamantine and chaotic
Fort +8, Ref +9, Will +13
Speed: 30 ft., fly 30 ft. (average)
Space: 10 ft./10 ft.
Base Attack +13; Grapple +25
Attack: Slam +20 melee
Full Attack: 2 slams +20 melee, 4 claws +17 melee
Damage: Slam 2d6+8, claw 2d4+4
Special Attacks/Actions: Spell-like abilities, spells, repetitive attack
Abilities: Str 26, Dex 17, Con -, Int 24, Wis 23, Cha 22
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, linked mind, damage reduction 10/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy
Feats: Alertness; Extend Spell; Great Fortitude; Improved Counterspell; Improved Toughness; Multiattack; Power Attack
Skills: Concentration +17, Diplomacy +25, Gather Information +22, Intimidate +25, Knowledge (any two) +24, Listen +27, Search +24, Sense Motive +22, Spellcraft +24, and Spot +27
Advancement: By character class
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary or with guard (12-48 pentadrones)
A hexton attacks with its spells, spell-like abilities, fists, and claws in combat.
Fixed Initiative (Ex): Modrons have a limited form of prescience that governs when they take action in a conflict, and they never waver from this schedule. As a result, a modron's initiative check is always equal to half its Hit Dice, modified by its Dexterity modifier. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 15th.
Spells: A hexton modron casts spells as a 15th-level sorcerer, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Repetitive Attack (Ex): If a hexton makes a full-attack acting against the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the hexton to lose this bonus.
Linked Minds (Ex): As generals of modron armies, it is up to the hextons to keep order and maintain control during battle. As such, hextons possess the ability to link all the minds of the modrons he leads (or is led by) to perform more efficiently when conflict is inevitable. All modrons within range of the hexton's telepathy are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No modron in the group is considered flanked unless all of them are. This ability is ineffective if there are no modrons within range.
Telepathy (Su): A hexton can communicate telepathically with any creature within 216 miles that has a language.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).