CR 19 (204800 XP)
Always LN Large construct (extraplanar (Mechanus), lawful)
Init +5; Senses darkvision 60 ft.; Perception +40
AC 39, touch 14, flat-footed 34 (-1 size +5 Dex +20 natural)
hp 199 (26d10+56)
Fort +10, Ref +13, Will +17
DR 15/adamantine and chaotic
Immune construct traits
Resist acid, cold, and fire 10
Speed 30 ft.
Melee tail slap +34 (4d6+22 plus stunning blow), 2 slams +32 (2d6+11)
Space 10 ft.; Reach 10 ft.
Special Attacks stunning blow
Spell-Like Abilities (CL 19th; concentration +27):
At will—clairaudience/clairvoyance, command (DC 19), greater teleport (self plus 50 pounds of objects only), wall of force
3/day—quickened wall of force
Sorcerer Spells Known (CL 19th; concentration +27):
9th (4/day)—gate, time stop
8th (7/day)—demand (DC 26), dimensional lock, shield of law (DC 26)
Str 36, Dex 21, Con —, Int 30, Wis 28, Cha 26
Feats Cleave, Empower Spell, Extend Spell, Great Cleave, Great Fortitude, Improved Great Fortitude, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Quicken Spell-Like Ability (wall of force), Toughness, Widen Spell
Skills Appraise +39, Diplomacy +37, Fly +34, Intimidate +37, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (the planes) +39, Knowledge (religion) +39, Perception +40, Sense Motive +38, Spellcraft +39, Survival +38
Skill Points 312
Languages Abyssal, Auran, Celestial, Common, Infernal, Modron; telepathy 405 miles
SQ coordinated ally, fixed initiative (18)
Usual Gear none
Coordinated Ally (Ex): Tertians work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another lawfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, tertians gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).
Fixed Initiative (Ex): Tertians are rigid in their action, even in the most chaotic situations. As a result, a tertian's initiative check is always 18. When combat begins, a tertian uses this number as its initiative — it never rolls an initiative check.
Stunning Blow (Ex): A creature struck by a tertian's tail slam must make a DC 36 Fortitude save or be stunned for 1d4 rounds. The save DC is strength-based.
Spells: A tertian modron casts spells as a 19th-level sorcerer, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a tertian modron, meaning that the creature does not need a divine focus to cast them.
Skills: Tertians have a +2 racial bonus on Perception checks.
|10||You can identify this creature as a modron, a construct native to the Clockwork Nirvana of Mechanus. This result reveals all construct traits.|
|34||You recognize this as a tertian, one of the judges of the modrons.|
|39||You know the details of stunning blow.|
|44||You recognize if this is a true modron, a rogue modron, or an exile.|
- Dragon #354 - Return of the Modrons, pgs.44,48
- Dungeon #144 - Diplomacy, pg.85