# Modron, Nonaton (Hierarch Modron)
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tentacles: 1d6 (×2)
> >Melee/Ranged: +16/+13
> >Secondary: +11/+8
> >Multiattack: +14/+11
> >M/R_PA: +16/+13
> >2nd/PA: +11/+8
> >MA_PA: +14/+11
> >Itterative: 3
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 21; Dex: 18; Con: 16; Int: 20; Wis: 20; Cha: 20
> > xFeat:: 6/6 (0)
> > xClasSkil:: Craft, Diplomacy, Fly, Knowledge (engineering), Knowledge (history), Knowledge (local), Knowledge (planes), Perception, Sense Motive, Spellcraft
> > SaveDiff:: +/- 4
> > xLang:: 0/4 (4)
<div class="grid-container"><div class="MON">Nonaton (Hierarch Modron)</div>
<div class="CR">CR 10 (9,600 XP)</div>
<div class="SOU">Web</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LN Large Outsider (lawful, modron, psionic)
**Init** +8, fixed initiative
**Senses** darkvision 60 ft., all-around vision; **Perception** +23
#### defense
**AC** 26, 11 touch, 24 flat-footed (+2 Dex, +15 natural, -1 size)
**hp** 72 (12d10+12)
**Fort** +4, **Refl** +10, **Will** +12
**Feint** 33, **Demoralize** 26
**Defensive Abilities** constructed
**DR** 10/adamantine or chaotic
**Resist** acid 10, cold 10, fire 10
#### offense
**Speed** 50 ft.
**Melee** 8 tentacles +19 (1d6+6)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** fixed initiative
Psi-Like Abilities (ML 15th; Concentration +19)
> At will — aura sight, cloud mind, psionic plane shift
#### statistics
**Str** 20, **Dex** 14, **Con** —, **Int** 19, **Wis** 18, **Cha** 19
**BAB** +12, **CMB** +18, **CMD** 30, **TA** +16, **RTA** +13
**Feats** [[Alertness]], [[Blind-Fight]], [[Improved Initiative]], [[Spell Penetration]], [[Toughness]], [[Weapon Focus]] (Tentacle)
**Skills** Craft +19, Diplomacy +16, Fly +15, Knowledge (engineering) +16, Knowledge (history) +16, Knowledge (local) +16, Knowledge (planes) +19, Perception +23, Sense Motive +23, Spellcraft +16
**Languages**
#### special abilities
### Fixed Initiative (Ex)
Modrons are rigid in their action, even in the most chaotic situations. As a result, a modron's initiative check is always equal to 10 +half its Hit Dice plus its Dexterity modifier or other modifiers (like Improved Initiative). When combat begins, a modron uses this number as its initiative - it never rolls an initiative check.