Decaton

Large construct, lawful neutral

Armor Class 17 (natural armor)

Hit Points 133 (14d10 + 56)

Speed 20 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 16 (+3) 20 (+5) 14 (+2)

Saving Throws Wis +9, Cha +6

Skills Perception +9

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities blinded

Senses truesight 120 ft. passive Perception 19

Languages Modron, telepathy 300 ft.

Challenge 9 (5,000 XP)

Axiomatic Mind The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintigration. If the decaton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Magic Resistance. decaton has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. decaton's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: clairvoyance, command, dimension door

1/day each: teleport, wall of force

Spellcasting. The decaton is an 9th level spellcaster, it's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips(at will): guidance, mending, sacred flame

1st Level(4 slots): bless, healing word, shield of faith

2nd Level(3 slots): aid, hold person, lesser restoration

3rd Level(3 slots): dispel magic, mass healing word, spirit guardians

4th Level(3 slots): banishment, guardian of faith, locate creature

5th Level(1 slot): greater restoration, mass cure wounds

Healer of the Machines. The decaton's spells that restore hit points can affect constructs, even if the spells say otherwise. Additionally, a construct that regains hit points from such a spell regains an additional 5 hit points.