Large construct, Lawful Neutral
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 187 (22d10 + 66) |
| Speed | 30 ft., fly 30 ft. (hover), swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 17 (+3) | 17 (+3) | 16 (+3) | 14 (+2) |
| Saving Throws | Int +7, Wis +7 |
|---|---|
| Skills | Perception +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | truesight 120 ft., passive Perception 21 |
| Languages | Modron, telepathy 120 ft. |
| Challenge | 11 |
The octon can't be compelled to act in a manner contrary to its nature or its instructions.
The octon has advantage on initiative checks.
If the octon dies, its body disintegrates into dust, leaving behind anything it was carrying.
The octon makes three Tentacle attacks.
Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 9 (2d8) lightning damage.
The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself.
The octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action)
1 each/day: plane shift (self only), protection from evil and good