
Size/Type: Large Spirit Master (Extraplanar, Lawful, Modron)
Hit Dice: 18d8+180 (240hp)
Initiative: +15
Speed: 100ft. Fly: 100ft. (Perfect) Swim: 100ft.
Armor Class: 39 (+13 armored in life, +11 dex, +4 deflection, -1 size)
Base Attack/Grapple: +18/+34
Attack: 4 +6 Axiomatic Claws +35 (1d8+2d6[axiomatic]+18+rend)
Space/Reach: 10ft./10ft.
Special Attacks: Spells, Spell-Like Abilities, Psi-Like Abilities, Rend
Special Qualities: Immunity to Mind Affecting, subdual damage, negative levels, and ability damage and drain, All-Around Vision, DR20/Chaotic, SR28, Resistance to Fire Cold and Electricity 30, Telepathy 384 miles,
Saves: Fort +25 Reflex +26 Will +25
Abilities: Str 34 Dex 32 Con 30 Int 30 Wis 30 Cha 32
Skills: Knowledge (History) +31, Knowedge (Nobility and Royalty) +31, Knowledge (Religion) +31, Knowledge (The Planes) +31, Knowledge (Architecture and Engineering) +31, Knowledge (1 other) +31, Disable Device +32, Search +31 (+33 for secret doors), Spot +31, Listen +31, Sense Motive +31, Balance +32, Diplomacy +32, Intimidate +32, Decipher Script +31, Concentration +31, Spellcraft +31, Craft +31
Feats: Improved Initiative, Quicken Spell, Twin Spell, Spell Penetration, Combat Casting, Eschew Materials, Flyby Attack Terminology of Concordance(B),
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or with guard (36 pentadrones)
Challenge Rating: 18
Treasure: No Coins or Goods, Triple Items
Alignment: Always Lawful Neutral
Playable: Not Recommended
These four-armed, four-faced creatures function as administrators and overseers of key Modron territories and planners of extended Modron operations. This includes matters relating to diplomacy, economics or even grand military planning. In their role as diplomats, they are on occasion seen in other planar metropoli like Sigil, Dis, the City of the Star or the City of Brass. Each Quarton keeps a staff of at least 36 pentadrones though they are frequently accompanied by other hierarch modrons in the process of carrying out their duties (such as Hextons in the case of military matters). They are on occasion called forth by Planar Binding and Planar Ally spells to lend their expertise in statecraft to governments on other planes.
Combat:
Armored in Life (Su): As the Monk.
Psi-Like Abilities: At Will: Ego Whip, Energy Bolt, Hail of Crystals, Intellect Fortress, Tower of Iron Will, Precognition,
1/hour: Moment of Prescience, Instant Calculation
1/day: Matter Manipulation, Hypercognition, Temporal Acceleration,
Rend Magic (Ex): For every two hits of it's claws that a Quarton lands on a creature, it rends them for additional claw damage and subjects them to a targeted Greater Dispel Magic. Against an ongoing spell effect a Quarton can make a melee touch attack to attempt to dispel it.
Spell-Like Abilities: Constant: True Seeing, Greater Arcane Sight, See Invisibility, Shield of Law,
At Will: Detect [Alignment], Empowered Orders Wrath (Usable as a swift action), Greater Teleport (Self+Objects carried only), Wall of Law, Detect [Alignment], Detect Thoughts, Probe Mind, Greater Command, Telekinesis, Repair Critical Damage, Cause Critical Damage, Dictum, Magic Circle against Chaos, Dispel Chaos, Axiomatic Water
3/day: Wall of Gears, Sending, Wall of Force
1/day: Dominate Monster
Spells: A Quarton casts spells as a 16th level cleric, choosing from Primus' domains.
Spells/Day: 9/8/8/7/6/6/5/4/3
0th: Resistance, Cure Minor Wounds, Create Water, Detect Magic (x2), Read Magic, Amanuensis, Mending, Guidance
1st: Nightshield, Remove Fear, Cure Light Wounds (x2), Scholar's Touch (x2), Blood Wind, Inflict Light Wounds, Sanctuary (D),
2nd: Resist Energy, Cure Moderate Wounds, Augury, Make Whole, Spiritual Weapon, Hold Person, Find Traps, Lava Missile, Calm Emotions (D)
3rd: Glyph of Warding, Dispel Magic, Axiomatic Storm, Remove Blindness/Deafness, Prayer, Invisibility Purge, Daylight, Protection from Energy (D)
4th: Freedom of Movement, Planar Tolerance, Death Ward, Cure Critical Wounds, Summon Monster IV, Divination, Spell Immunity (D),
5th: Twinned Sound Burst, Plane Shift, Wall of Stone, Scrying, Boreal Wind, Righteous Might, Spell Resistance (D)
6th: Quickened Sound Burst, Energy Immunity, Heal, Sun Scepter, Find the Path, Antimagic Field (D),
7th: Quickened Blindness/Deafness, Greater Bestow Curse, Destruction, Twinned Hypothermia, Repulsion (D)
8th: Twinned Parboil, Quickened Bestow Curse, Discern Location, Mind Blank (D)
Domains: Law, Protection
