# 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.