DECATON (large outsider, lawful, modron hierarch)
Hit dice: 8d8+32 (68 HP)
Initiative: +7
Speed: 40’ or climb 40', or flight 20’ (perfect)
Armour class: 22 / 12/ 19 (+6 natural, +4 mage armor, -1 size)
Base attack / grapple: +8 / +16 (+22 with racial bonus)
Attack: tendril +11 (d6+4 piercing) or by weapon
Full attack: Up to 10 of the above in any combination
Space/reach: 10’ / 10’
Special attacks: improved grab, dismantle
Special qualities: modron hierarch traits, fire, cold and sonic resistance 10, DR 10/magic and chaotic, SR 19, stability, hierarch coordination, all-round vision, spelllike abilities, cling, blindsense 40’, weightlessness, hierarch spellcasting,
Saves: 10 / 9 / 9
Abilities: 18, 16, 18, 16, 16, 12
Skills: balance 12*, climb 17*, jump 9, knowledge (the planes, engineering, law) 16*, spellcraft 16*, listen 11*, search 11*, spot 11*, survival 8, craft (any 4 ) 12*, diplomacy 4 (skill levels marked * include racial bonuses)
Feats: improved initiative, combat expertise, 1 item creation feat (typically wand or wonderous item)
Environment: any lawful-aligned plane
Organisation: 1+ entourage ( 2-4 pentadrones, 4-16 quadrons)
Challenge rating: ?
Treasure: usually no gold, but double items - whatever is helpful in their job
Alignment: Always LN
Advancement: -
LA: -
the 100 Decatons of the modron are the supervisors of modron cities, each responsible for millions of its lesser kin, as well as assistants to Nonatons, relaying their orders down the chain of command. A Decaton looks like a bizarre, mechanical beholder, a sphere six feet in diameter, with a mouth and five eye-stalks on both sides and a ring of ten long tendrils growing around its circumference. It moves by levitating slowly, but can propel itself rapidly with its tendrils if needed, skittering along any available surfaces.
While Decatons prefer using their superb multitasking skills for management, they can be incredibly deadly combatants if provoked, disabling their opponents with magic before using their tendrils to methodically take them apart.
Decatons speak the languages of any races the Modron collective has met.
Hierarch multitasking: a Decaton can attack with all its limbs at no penalty, even dividing them into ranged and melee (as long as it has one melee oriented limb per opponent, it can shoot in melee without provoking attacks of opportunity), as well as use one spell or spellike ability and maintain concentration on ongoing effects. (Typically, decaton does not have any weapons, keeping at range and using spells while leaving direct combat to its entourage. If forced into melee it tries to grab the opponent it deems the most dangerous and kill it as quickly as possible.)
Stability: a decaton has a +4 stability
All-round vision: a decaton can see and attack effectively in all directions and cannot be flanked. Its multiple sensors also grant it blindsense 40’
Spellike abilities: At will: light, detect magic, detect chaos/good/evil/law/poison, mage hand, mend, magic missile, floating disc, mage armor, dispel magic (CL 8) Once every hour: repair moderate damage, make whole, fabricate (CL10),
Hierarch casting: a decaton is an 8th level caster
Improved grab: decaton can start a free grapple after a successful tendril hit. As long as it devotes a number of tendrils equal to the target's limbs to maintaining the grapple, it can act normally with its other limbs and is not considered grappled. Unless its cling ability is negated, a decaton receives a +6 racial bonus on grapple checks.
Cling: (su) Decaton's tendrils project a tactile telekinesis effect, allowing fine manipulation of objects and emulating a spider climb effect. (if the effect is negated, a decaton maintains its climb speed, but has to use at least five limbs and actually stab them into the surface climbed.)
Dismantle:(ex) if a decaton grapples a target with at least one tendril per limb, it can power attack against it with remaining tendrils at no penalty.
Weightlesness: (su) A decaton continuously levitates, negating all fall damage.