Secundus (Hierarch Modron) (CR 23)
Large Construct (Extraplanar, Lawful, and Psionic)
Alignment: Always lawful neutral
Initiative: +21 (fixed); Senses: darkvision 60 ft., Listen +45, and Spot +45
Languages: Modron, Telepathy 420 miles
AC: 50 (-1 size, +4 Dexterity, +25 natural, +10 Wisdom, +2 monk), touch 22, flat-footed 46
Hit Dice: 30d10+60 (225 hp); DR: 15/adamantine and chaotic and epic
Fort +12, Ref +16, Will +20
Speed: 70 ft., fly 50 ft. (good)
Space: 10 ft./10 ft.
Base Attack +22; Grapple +40
Attack: Unarmed strike +30 melee
Full Attack: Unarmed strike +30/+30/+30/+25/+20/+15 melee
Damage: Unarmed strike 4d6+19 plus stunning blow
Special Attacks/Actions: Monk abilities, psionics, spell-like abilities, spells, stun
Abilities: Str 38, Dex 22, Con -, Int 33, Wis 30, Cha 28
Special Qualities: Construct traits, abundant step, damage reduction 15/adamantine and chaotic and epic, fast movement, diamond body, improved evasion, purity of body, resistance to acid 10, cold 10, and fire 10, spell resistance 35, still mind, slow fall (60 ft.), wholeness of body (26 hp), diamond soul, telepathy
Feats: Alertness; Blind-fight; Improved Initiative; Spell Penetration
Skills: Balance +10, Concentration +33, Diplomacy +46, Gather Information +42, Intimidate +42, Jump +34, Knowledge (any three) +44, Listen +45, Search +44, Sense Motive +43, Spellcraft +44, Spot +45, and Tumble +39
Advancement: By character class
Climate/Terrain: Clockwork Nirvana of Mechanus
A secundus attacks using its fists, spells, spell-like abilities, and psionics 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.
Psi-Like Abilities: At will - aura sight, cloud mind, psionic plane shift, psionic suggestion, and read thoughts. Manifester level 20th.
Spell-Like Abilities: At will - clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and 4. Caster level 20th.
Spells: A secundus modron casts spells as a 20th-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 secundus modron, meaning that the creature does not need a divine focus to cast them.
Stunning Blow (Ex): A creature struck by a secundus' unarmed strike must make a DC 39 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.
Abundant Step (Sp): The secundus can slip magically between spaces, as though through a dimension door spell cast by a 9th-level sorcerer, once per day.
Diamond Body (Su): Immune to poison.
Purity of Body: Immune to all diseases except magical ones.
Still Mind: A secundus gains a +2 bonus on saving throws against spells and effects from the Enchantment school.
Slow Fall: A secundus within arm's reach of a wall can use that to slow its descent. It takes damage as though the fall were 60 feet shorter than it actually is.
>Wholeness of Body (Su): A secundus can cure its own wounds, healing up to 26 hp per day. It can spread this healing out among several uses if desired.
Telepathy (Su): Secundi can communicate telepathically with any creature within 420 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).