Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +6 to hit.
Hit. 11 (2d6+4) Slashing damage.
Arm Blaster. Spell Attack. +4 to hit, Range 30ft.
Hit. 9 (2d6+2) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
5x Arm Multiattack Weapon Attack. +7 to hit.
Hit. 12 (2d6+5) Slashing damage.
Arm Blaster. Spell Attack. +4 to hit, Range 30ft.
Hit. 9 (2d6+2) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +8 to hit.
Hit. 12 (2d6+5) Slashing damage.
Arm Blaster. Spell Attack. +5 to hit, Range 50ft.
Hit. 12 (2d8+3) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 13 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +9 to hit.
Hit. 13 (2d6+6) Slashing damage.
Arm Blaster. Spell Attack. +5 to hit, Range 50ft.
Hit. 12 (2d8+3) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 13 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
5x Arm Multiattack Weapon Attack. +11 to hit.
Hit. 14 (2d6+7) Slashing damage.
Arm Blaster. Spell Attack. +7 to hit, Range 60ft.
Hit. 12 (2d8+3) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 14 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +11 to hit.
Hit. 14 (2d6+7) Slashing damage.
Arm Blaster. Spell Attack. +7 to hit, Range 60ft.
Hit. 14 (2d8+5) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 14 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
5x Arm Multiattack Weapon Attack. +11 to hit.
Hit. 18 (3d6+7) Slashing damage.
Arm Blaster. Spell Attack. +7 to hit, Range 60ft.
Hit. 22 (3d10+5) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 14 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +12 to hit.
Hit. 14 (2d6+7) Slashing damage.
Arm Blaster. Spell Attack. +8 to hit, Range 70ft.
Hit. 16 (2d10+5) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 15 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +12 to hit.
Hit. 14 (2d6+7) Slashing damage.
Arm Blaster. Spell Attack. +8 to hit, Range 80ft.
Hit. 17 (2d10+6) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 16 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactive Magic. As a reaction to seeing a creature cast a spell within 60ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +12 to hit.
Hit. 18 (3d6+7) Slashing damage.
Arm Blaster. Spell Attack. +8 to hit, Range 80ft.
Hit. 26 (3d12+6) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 16 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +13 to hit.
Hit. 18 (3d6+7) Slashing damage.
Arm Blaster. Spell Attack. +10 to hit, Range 90ft.
Hit. 27 (3d12+7) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 17 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (OOOO/day). When the Pentadrone fails a saving throw, it may choose to succeed instead.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +13 to hit.
Hit. 18 (3d6+7) Slashing damage.
Arm Blaster. Spell Attack. +10 to hit, Range 90ft.
Hit. 27 (3d12+7) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 17 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactive Magic. As a reaction to seeing a creature cast a spell within 70ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Legendary Resistance (OOOO/day). When the Pentadrone fails a saving throw, it may choose to succeed instead.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
5x Arm Multiattack Weapon Attack. +13 to hit.
Hit. 18 (3d6+7) Slashing damage.
Arm Blaster. Spell Attack. +10 to hit, Range 90ft.
Hit. 27 (3d12+7) Piercing damage.
Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 17 CON Save or be Paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactive Magic. As a reaction to seeing a creature cast a spell within 70ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Legendary Resistance (OOOO/day). When the Pentadrone fails a saving throw, it may choose to succeed instead.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +2 to hit., Range 40/320 ft.
Hit. 4 (1d6+0) Slashing damage.
Body Slam. Melee Attack. +2 to hit.
Hit. 3 (1d4+0) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +4 to hit., Range 80/320 ft.
Hit. 6 (1d6+2) Slashing damage.
Body Slam. Melee Attack. +4 to hit.
Hit. 4 (1d4+1) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +3 to hit., Range 60/320 ft.
Hit. 5 (1d6+1) Slashing damage.
Body Slam. Melee Attack. +3 to hit.
Hit. 3 (1d4+0) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +4 to hit., Range 80/320 ft.
Hit. 6 (1d6+2) Slashing damage.
Body Slam. Melee Attack. +4 to hit.
Hit. 4 (1d4+1) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
4x Shortbow Multiattack +4 to hit., Range 80/320 ft.
Hit. 9 (2d6+2) Slashing damage.
Body Slam. Melee Attack. +4 to hit.
Hit. 6 (2d4+1) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
4x Shortbow Multiattack +5 to hit., Range 100/320 ft.
Hit. 10 (2d6+3) Slashing damage.
Body Slam. Melee Attack. +5 to hit.
Hit. 8 (2d6+1) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +6 to hit., Range 120/320 ft.
Hit. 11 (2d6+4) Slashing damage.
Body Slam. Melee Attack. +6 to hit.
Hit. 8 (2d6+1) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +7 to hit., Range 140/320 ft.
Hit. 12 (2d6+5) Slashing damage.
Body Slam. Melee Attack. +7 to hit.
Hit. 9 (2d6+2) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +7 to hit., Range 140/320 ft.
Hit. 12 (2d6+5) Slashing damage.
Body Slam. Melee Attack. +7 to hit.
Hit. 12 (2d8+3) Piercing damage.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
4x Shortbow Multiattack +8 to hit., Range 160/320 ft.
Hit. 12 (2d6+5) Slashing damage.
Body Slam. Melee Attack. +8 to hit.
Hit. 12 (2d8+3) Piercing damage.
Reactive Magic. As a reaction to seeing a creature cast a spell within 40ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Pack Tactics. The Modron has advantage on attacks against any creature within 5ft of an ally.
4x Shortbow Multiattack +8 to hit., Range 160/320 ft.
Hit. 12 (2d6+5) Slashing damage.
Body Slam. Melee Attack. +8 to hit.
Hit. 13 (2d8+4) Piercing damage.
Reactive Magic. As a reaction to seeing a creature cast a spell within 40ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Pack Tactics. The Modron has advantage on attacks against any creature within 5ft of an ally.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
4x Shortbow Multiattack +8 to hit., Range 160/320 ft.
Hit. 12 (2d6+5) Slashing damage.
Body Slam. Melee Attack. +8 to hit.
Hit. 13 (2d8+4) Piercing damage.
Reactive Magic. As a reaction to seeing a creature cast a spell within 40ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Pack Tactics. The Modron has advantage on attacks against any creature within 5ft of an ally.
Defensive Swarm. Modrons add +1 to their AC, Attack & Damage Rolls for every friendly Modron within 5ft.
4x Shortbow Multiattack +8 to hit., Range 160/320 ft.
Hit. 12 (2d6+5) Slashing damage.
Body Slam. Melee Attack. +8 to hit.
Hit. 13 (2d8+4) Piercing damage.
Reactive Magic. As a reaction to seeing a creature cast a spell within 40ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Pack Tactics. The Modron has advantage on attacks against any creature within 5ft of an ally.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
4x Shortbow Multiattack +8 to hit., Range 160/320 ft.
Hit. 16 (3d6+5) Slashing damage.
Body Slam. Melee Attack. +8 to hit.
Hit. 21 (3d10+4) Piercing damage.
Reactive Magic. As a reaction to seeing a creature cast a spell within 40ft, the Pentadrone can trigger a Wild Magic Surge in the caster.
Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Pack Tactics. The Modron has advantage on attacks against any creature within 5ft of an ally.
Defensive Swarm. Modrons add +1 to their AC for every friendly Modron within 5ft.
4x Shortbow Multiattack +9 to hit., Range 180/320 ft.
Hit. 16 (3d6+5) Slashing damage.
Body Slam. Melee Attack. +10 to hit.
Hit. 21 (3d10+4) Piercing damage.
Reactive Magic. As a reaction to seeing a creature cast a spell within 50ft, the Pentadrone can trigger a Wild Magic Surge in the caster.