Septon Modron

Septon Modron
CR 12Large Construct, Lawful Neutral
Reveal Stat Block
Armor Class
17 (natural armor)Hit Points
204 (24d10 + 72)Speed
30 ft., fly 30 ft. (hover), swim 30 ft.str
18
+4
dex
15
+2
con
17
+3
int
18
+4
wis
16
+3
cha
14
+2
Traits
Axiomatic Mind.The septon can't be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready.The septon has advantage on initiative checks.
Disintegration.If the septon dies, its body disintegrates into dust, leaving behind anything it was carrying.
Actions
Multiattack.The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting.
Tentacle.mw 8 to hit, reach 10 ft., one target. ({@damage 2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape 14). Until this grapple ends, the septon can't use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target.
Lightning Network.The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a 16 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) lightning damage and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.