Quinton (Hierarch Modron) (CR 16)

Large Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +13 (fixed); Senses: darkvision 60 ft., Listen +32, and Spot +32
Languages: Modron, Telepathy 238 miles

AC: 31 (-1 size, +3 Dexterity, +19 natural), touch 12, flat-footed 28
Hit Dice: 21d10+51 (166 hp); DR: 10/adamantine and chaotic
Fort +9, Ref +10, Will +14
Speed: 20 ft., fly 20 ft. (average)
Space: 10 ft./10 ft.
Base Attack +15; Grapple +28
Attack: Slam +23 melee or Large longsword
Full Attack: 4 slams +23 melee, tail slap +19 melee or Large longsword +19 melee and 4 Large longswords +19 melee
Damage: Slam 2d6+9/19-20, tail slap 2d6+9 or Large longsword 2d6+9/17-20 and 4 Large longswords 2d6+4
Special Attacks/Actions: Spell-like abilities, spells
Abilities: Str 29, Dex 17, Con -, Int 26, Wis 23, Cha 22
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, damage reduction 10/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 27, telepathy
Feats: Alertness; Empower Spell; Extend Spell; Great Fortitude; Improved Critical (longsword); Improved Toughness; Multiweapon Fighting; Widen Spell
Skills: Concentration +21, Diplomacy +29, Gather Information +27, Knowledge (any three) +32, Listen +32, Search +29, Sense Motive +28, Spellcraft +29, and Spot +32
Advancement: By character class
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary
Treasure/Possessions: None

Source: Converted

A quinton attacks with its spells, spell-like abilities, and fists 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, detect evil, detect good, detect magic, legend lore, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 16th.


: A quinton modron casts spells as a 16th-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 quinton modron, meaning that the creature does not need a divine focus to cast them.

Telepathy (Su): A quinton can communicate telepathically with any creature within 238 miles that has a language.

Extraplanar Subtype

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.

Lawful Subtype

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).