Septon (Hierarch Modron) (CR 13)

Medium Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +11 (fixed); Senses: darkvision 60 ft., Listen +25, and Spot +25
Languages: Modron, Telepathy 190 miles

AC: 29 (+4 Dexterity, +15 natural), touch 14, flat-footed 25
Hit Dice: 16d10+36 (124 hp); DR: 15/adamantine and chaotic and epic
Fort +12, Ref +16, Will +20
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +12; Grapple +15
Attack: Slam +15 melee or longsword +15 melee
Full Attack: 7 slams +15 melee or longswords +11 melee and 6 longswords +11 melee
Damage: Slam 1d6+3, 1 longsword (1d8+3) /6 longswords (1d8+1)
Special Attacks/Actions: Psionics, spell-like abilities, spells, greater flurry, unarmed strike, ki strike (magic, lawful), stunning attack (DC 35)
Abilities: Str 16, Dex 18, Con -, Int 22, Wis 20, Cha 21
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; Craft Staff; Craft Wand; Craft Wondrous Item; Extend Spell; Forge Ring; Great Fortitude; Improved Toughness; Investigator; Multiweapon Fighting; Scribe Scroll
Skills: Concentration +20, Diplomacy +21, Gather Information +25, Knowledge (any two) +20, Listen +25, Search +28, Sense Motive +19, Spellcraft +20, Spot +25, and Swim +13
Advancement: By character class
Climate/Terrain: Clockwork Nirvana of Mechanus
Organization: Solitary
Treasure/Possessions: None

Source: Converted

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).