Modrons

Modrons

Modrons are native inhabitants of Mechanus and the purest examples of the lawful neutral ethos. They popped up here-and-there in a couple of Planescape adventures, but took centre stage in the The Great Modron March adventure anthology.

Interesting detail: The information on Factol Pentar of the Doomguard from The Factol’s Manifesto indicated she was preparing plans to stop the next March. Only problem, the next march wasn’t due for almost 200 years. Even if she lived long enough to succumb to old age (unlikely for a Doomguard), she wouldn’t see the March in her lifetime. I suppose she could have been working on long-range plans that started with previous factols and would continue on with the next factol, but there was never any indication the plan wasn’t hers alone. And then when the March started over 150 years early, she and the Doomguard were nowhere to be seen in the adventures surrounding it.

Statistics are only included for modrons which take part in the March. As such, the highest-ranking modron here is a quinton. For higher-ranking modrons, you’re on your own.

Modron Traits

All modrons possess the following traits (unless otherwise noted in a creature’s entry).

  • Resistance to acid, cold, and fire 10.
  • Ever alert, all modrons have a +2 racial bonus on Perception checks.
  • Modrons are created to fulfil a role in the modron hierarchy, and as such any skill they have a rank in is considered a class skill.
  • Creatures of perfect symmetry, Modrons have no off hands: all hands are considered to be primary hands.
  • Coordinated Ally (Ex) Modrons 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, modrons 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) Modrons are rigid in their action, even in the most chaotic situations. As a result, a modron’s initiative check is always equal to half its Hit Dice (minimum 1) 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.

Sources: Dragon Magazine 354 (base modrons), Dungeon Magazine 144 (inspiration for hierarch modrons)

Monodrone (Base Modron)      CR 1/2

MonodroneXP 200
LN Small construct (extraplanar, lawful)
Init +1; Senses low-light vision, darkvision 60 ft.; Perception +2

DEFENCE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 16 (1d10+10)
Fort +0, Ref +1, Will +0
Immune construct traits; Resist acid 10, cold 10, fire 10
Weaknesses single task

OFFENCE
Speed 20 ft.
Melee short sword +1 (1d4-1/19-20) or slam +1 (1d3-1)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks coordinated ally, focused strike 1/day

STATISTICS
Str 8, Dex 13, Con –, Int 4, Wis 10, Cha 7
Base Atk +1; CMB -1; CMD 10
Feats Dodge
Skills Craft (any one) +1, Perception +2; Racial Modifiers +2 Perception
Languages Modron
SQ fixed initiative (2)

ECOLOGY
Environment any (Mechanus)
Organization march (8,640 at the start)
Treasure short sword, light crossbow with 10 bolts

SPECIAL ABILITIES
Focused Strike (Ex) Once per day, a monodrone can take an additional standard or move action in a round. This action must be identical to the one it just performed. For example, a monodrone could make two melee attacks against the same target or, if a monodrone were to gain spellcasting ability, it could cast the same identical spell twice in the same round targeted on the same creature or location (assuming it is capable of casting the spell more than once). It could not, however, move, make an attack, and then move again (as the moves do not immediately follow one another).
Single Task (Ex) Monodrones are only able to focus on a single task at a time. This tightened focus in combat translates to only being able to engage a single opponent in combat. Once it attacks a creature, the monodrone continues fighting the same creature until destroyed, its opponent is defeated, or it is ordered to attack another target. A monodrone cannot attack any other creatures except its target, even if they provoke attacks of opportunity.

Messenger Monodrones

Messenger monodrones have the following modifications:
Speed 20 ft., fly 40 ft. (average)
Melee slam +1 (1d3-1)
SQ coordinated ally, fixed initiative (2), recite message
Recite Message (Ex) Messenger monodrones can be dictated a message in any language up to 1 minute in length. They then carry that message until a superior (a higher caste modron or an arcane spellcaster who summoned the monodrone as a familiar) either dictates a new one or orders the current message forgotten. Monodrones do not understand messages not in the modron language but can still recite them exactly, regardless of language. Monodrones cannot be used to cast spells in this manner, even those with only verbal components.

Duodrone (Base Modron)      CR 1

DuodroneXP 400
LN Small construct (extraplanar, lawful)
Init -1; Senses low-light vision, darkvision 60 ft.; Perception +2

DEFENCE
AC 15, touch 10, flat-footed 15 (-1 Dex, +5 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref -1, Will +0
Immune construct traits; Resist acid 10, cold 10, fire 10

OFFENCE
Speed 20 ft.
Melee mwk spear +7 (1d8+4/×3) or slam +6 (1d3+3)
Ranged mwk spear +3 (1d8+4/×3)
Special Attacks coordinated ally, surge of strength

STATISTICS
Str 16, Dex 9, Con –, Int 6, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 13
Feats Monkey Grip (from Complete Warrior; can use a weapon one size larger than its size with no extra effort)
Skills Craft (any one) +2, Perception +2; Racial Modifiers +2 Perception
Languages Modron
SQ fixed initiative (0)

ECOLOGY
Environment any (Mechanus)
Organization march (1,280 at the start)
Treasure Medium masterwork spear

SPECIAL ABILITIES
Surge of Strength (Ex) As a swift action once per day, a duodrone can gain a +4 bonus to its Strength. This bonus lasts until the duodrone’s next turn.

Tridrone (Base Modron)      CR 3

TridroneXP 800
LN Medium construct (extraplanar, lawful)
Init +1; Senses all-around vision, low-light vision, darkvision 60 ft.; Perception +10

DEFENCE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 36 (3d10+20)
Fort +1, Ref +2, Will +2
Immune construct traits; Resist acid 10, cold 10, fire 10

OFFENCE
Speed 30 ft., climb 30 ft.
Melee 3 mwk shortspears +3 (1d6+2) or 3 slams +5 (1d4+2)
Ranged mwk shortspear +4 (1d6+2)
Special Attacks coordinated ally

STATISTICS
Str 14, Dex 13, Con –, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 16
Feats Combat Reflexes, Multiweapon Fighting
Skills Climb +10, Perception +10, Survival +7; Racial Modifiers +4 Perception
Languages Modron, Common
SQ fixed initiative (2)

ECOLOGY
Environment any (Mechanus)
Organization march (405 at the start)
Treasure 3 masterwork shortspears

Quadrone (Base Modron)      CR 4

QuadroneXP 1,200
LN Medium construct (extraplanar, lawful)
Init +4; Senses all-around vision, low-light vision, darkvision 60 ft.; Perception +14

DEFENCE
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 47 (5d10+20)
Fort +1, Ref +5, Will +3
Immune construct traits; Resist acid 10, cold 10, fire 10

OFFENCE
Speed 30 ft.
Melee 4 mwk shortswords +7 (1d6+3/19-20) or 4 slams +9 (1d4+3)
Ranged 2 mwk longbows +6 (1d8/×3)
Special Attacks coordinated ally, repetitive attack

STATISTICS
Str 16, Dex 18, Con –, Int 14, Wis 15, Cha 12
Base Atk +5; CMB +8; CMD 22
Feats Multiweapon Fighting, Weapon Finesse, Weapon Focus (longbow)
Skills Craft (any one) +10, Knowledge (any one) +10, Perception +14, Sense Motive +10; Racial Modifiers +4 Perception
Languages Modron, Common
SQ fixed initiative (6), modron leader

ECOLOGY
Environment any (Mechanus)
Organization march (80 at the start)
Treasure 4 masterwork shortswords, 2 masterwork longbows with 40 arrows

SPECIAL ABILITIES
Modron Leader (Ex) Quadrones are capable of giving orders to any modron of a lesser caste.
Repetitive Attack (Ex) If a quadrone makes a full-attack action against the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the quadrone to lose this bonus.

Winged Quadrones

Winged quadrones have the following modifications:
Speed 30 ft., fly 30 ft. (poor)
Melee 2 mwk short swords +7 (1d6+3/19-20) or 2 slams +9 (1d4+3)
Ranged mwk longbow +10 (1d8/×3)
Feats Two-Weapon Fighting, Weapon Finesse, Weapon Focus (longbow)
Skills Craft (any one) +10, Fly +0, Knowledge (any one) +10, Perception +14, Sense Motive +10; Racial Modifiers +4 Perception

Pentadrone (Base Modron)      CR 5

PentadroneXP 1,600
LN Medium construct (extraplanar, lawful)
Init +1; Senses all-around vision, low-light vision, darkvision 120 ft.; Perception +19

DEFENCE
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 53 (6d10+20)
Fort +2, Ref +3, Will +5
Immune construct traits; Resist acid 20, cold 20, fire 20

OFFENCE
Speed 30 ft.
Melee 2 slams +12 (2d6+6)
Special Attacks coordinated ally, paralysis gas

STATISTICS
Str 22, Dex 12, Con –, Int 17, Wis 16, Cha 16
Base Atk +6; CMB +12; CMD 23
Feats Blind-Fight, Combat Expertise, Skill Focus (Perception)
Skills Acrobatics +10, Knowledge (any one) +12, Perception +19, Stealth +10, Survival +12; Racial Modifiers +4 Perception
Languages Modron, Celestial, Common, Infernal
SQ fixed initiative (4), levitation gas

ECOLOGY
Environment any (Mechanus)
Organization march (50 at the start)
Treasure none

SPECIAL ABILITIES
Levitation Gas (Ex) Pentadrones possess a gas emitter that, when aimed downward, allows them to float as per a levitate spell cast by a 5th-level wizard. After a pentadrone levitates in this manner, it cannot use its gas emitter to levitate or spray paralysis gas for 5 rounds.
Paralysis Gas (Su) Pentadrones can emit a 30-foot line of paralysis gas. Creatures caught within the area must make a DC 16 Fortitude save or be paralysed for 2d4 rounds. The DC is Charisma-based. After a pentadrone uses its gas emitter to spray paralysis gas, it cannot use it again for levitation or paralysis gas for 5 rounds.

Decaton (Hierarch Modron)      CR 8

DecatonXP 4,800
LN Medium construct (extraplanar, lawful)
Init +6; Senses all-around vision, low-light vision, darkvision 60 ft.; Perception +25

DEFENCE
AC 25, touch 12, flat-footed 23 (+2 Dex, +13 natural)
hp 75 (10d10+20)
Fort +3, Ref +5, Will +7
DR 5/adamantine and chaotic; Immune construct traits; Resist acid 10, cold 10, fire 10; SR 18

OFFENCE
Speed 30 ft., fly 10 ft. (poor)
Melee 10 tentacles +13 (1d6+3)
Special Attacks coordinated ally
Spell-Like Abilities (CL 10th; concentration +14)
At will–clairaudience/clairvoyance, command (DC 15), heal (constructs only), greater teleport (self plus 50 pounds of objects only), mass repair moderate damage (as mass cure moderate wounds, but only works on non-living creatures and objects), remove disease, remove paralysis, wall of force
Spells Known (CL 10th; concentration +14)
5th (3/day)–cone of cold (DC 19)
4th (6/day)–lesser globe of invulnerability, order’s wrath (DC 18)
3rd (7/day)–dispel magic, haste, magic circle against chaos
2nd (7/day)–bull’s strength, scorching ray, see invisibility, spider climb
1st (7/day)–colour spray (DC 15), divine favour, magic missile, protection from chaos, shield
0 (at will)–daze (DC 14), detect magic, flare (DC 14), guidance, light, mage hand, mending, read magic, resistance

STATISTICS
Str 16, Dex 15, Con –, Int 18, Wis 18, Cha 18
Base Atk +10; CMB +13; CMD 25
Feats Alertness, Combat Casting, Eschew MaterialsB, Hover, Improved Initiative, Spell Penetration
Skills Diplomacy +17, Fly -1, Knowledge (any one) +17, Perception +25, Sense Motive +21, Spellcraft +17, Survival +17; Racial Modifiers +4 Perception
Languages Modron, Celestial, Common, Infernal; telepathy 44 miles
SQ fixed initiative (11), modron status

ECOLOGY
Environment any (Mechanus)
Organization march (5 at the start)
Treasure none

SPECIAL ABILITIES
Modron Status (Su) Because a decaton is in charge of the physical welfare of modrons, it possesses an ability to ascertain the conditions of modrons within range. A decaton has a constant status effect that applies only to modrons within range of its telepathy.
Spells (Sp) A decaton modron casts spells as a 10th-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 decaton modron, meaning that the creature does not need a divine focus to cast them.

Nonaton (Hierarch Modron)      CR 10

NonatonXP 9,600
LN Large construct (extraplanar, lawful)
Init +2; Senses all-around vision, low-light vision, darkvision 60 ft.; Perception +27

DEFENCE
AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, -1 size)
hp 108 (12d10+42)
Fort +6, Ref +6, Will +8
DR 5/adamantine and chaotic; Immune construct traits; Resist acid 10, cold 10, fire 10; SR 20

OFFENCE
Speed 50 ft.
Melee 9 tentacles +16 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks coordinated ally
Psionics (ECL 15th; concentration +19)
At will–detect chaos, detect law, invisibility, plane shift
Spell-Like Abilities (CL 12th; concentration +16)
At will–clairaudience/clairvoyance, command (DC 15), detect thoughts (DC 16), discern lies (DC 18), greater teleport (self plus 50 pounds of objects only), mirror image, slow (DC 17), wall of force, web (DC 16)
1/day–power word stun
Spells Known (CL 12th; concentration +16)
6th (3/day)–hold monster (DC 20)
5th (5/day)–cone of cold (DC 19), dispel chaos (DC 19)
4th (7/day)–freedom of movement, lesser globe of invulnerability, order’s wrath (DC 18)
3rd (7/day)–dispel magic, haste, invisibility purge, magic circle against chaos
2nd (7/day)–bull’s strength, protection from arrows, scorching ray, see invisibility, spider climb
1st (7/day)–colour spray (DC 15), divine favour, magic missile, protection from chaos, shield
0 (at will)–daze (DC 14), detect magic, flare (DC 14), guidance, light, mage hand, mending, read magic, resistance

STATISTICS
Str 20, Dex 14, Con –, Int 19, Wis 18, Cha 19
Base Atk +12; CMB +18; CMD 30
Feats Alertness, Eschew MaterialsB, Extend Spell, Great Fortitude, Improved Counterspell, Spell Penetration, Toughness
Skills Diplomacy +19, Knowledge (any two) +19, Perception +27, Sense Motive +23, Spellcraft +19; Racial Modifiers +4 Perception
Languages Modron, Celestial, Common, Infernal; telepathy 44 miles
SQ fixed initiative (8)

ECOLOGY
Environment any (Mechanus)
Organization march (4 at the start)
Treasure none

SPECIAL ABILITIES
Spells (Sp) A nonaton modron casts spells as a 12th-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 nonaton modron, meaning that the creature does not need a divine focus to cast them.

Octon (Hierarch Modron)      CR 11

OctonXP 12,800
LN Large construct (extraplanar, lawful)
Init +3; Senses all-around vision, low-light vision, darkvision 60 ft.; Perception +18

DEFENCE
AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, -1 size)
hp 121 (14d10+44)
Fort +6, Ref +7, Will +9
DR 10/adamantine and chaotic; Immune construct traits; Resist acid 10, cold 10, fire 10; SR 22

OFFENCE
Speed 30 ft., fly 30 ft. (good), swim 30 ft.
Melee 8 tentacles +19 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks coordinated ally
Spell-Like Abilities (CL 13th; concentration +17)
At will–clairaudience/clairvoyance, command (DC 15), detect good, detect evil, greater teleport (self plus 50 pounds of objects only), haste, telekinesis (DC 14), wall of force, water walk
Spells Known (CL 13th; concentration +17)
6th (4/day)–greater dispel magic, mass bull’s strength
5th (6/day)–cone of cold (DC 19), dispel chaos (DC 19), hold monster (DC 19)
4th (7/day)–freedom of movement, lesser globe of invulnerability, order’s wrath (DC 18), spell immunity
3rd (7/day)–dispel magic, invisibility purge, lightning bolt (DC 17), magic circle against chaos
2nd (7/day)–bull’s strength, protection from arrows, scorching ray, see invisibility, spider climb
1st (7/day)–colour spray (DC 15), divine favour, magic missile, protection from chaos, shield
0 (at will)–daze (DC 14), detect magic, flare (DC 14), guidance, light, mage hand, mending, read magic, resistance

STATISTICS
Str 22, Dex 16, Con –, Int 20, Wis 20, Cha 19
Base Atk +14; CMB +21; CMD 34
Feats Alertness, Eschew MaterialsB, Extend Spell, Great Fortitude, Improved Counterspell, Improved Great Fortitude, Skill Focus (Fly), Toughness
Skills Diplomacy +21, Fly +8, Intimidate +21, Knowledge (any two) +22, Perception +30, Sense Motive +26, Spellcraft +22, Swim +14; Racial Modifiers +4 Perception
Languages Modron, Auran, Celestial, Common, Infernal; telepathy 80 miles
SQ fixed initiative (10)

ECOLOGY
Environment any (Mechanus)
Organization march (4 at the start)
Treasure none

SPECIAL ABILITIES
Spells (Sp) An octon modron casts spells as a 13th-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 an octon modron, meaning that the creature does not need a divine focus to cast them.

Septon (Hierarch Modron)      CR 13

SeptonXP 25,600
LN Medium construct (extraplanar, lawful)
Init +4; Senses low-light vision, darkvision 60 ft., detect magic, detect thoughts; Perception +30

DEFENCE
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural)
hp 124 (16d10+36)
Fort +7, Ref +9, Will +10
DR 10/adamantine and chaotic; Immune construct traits; Resist acid 10, cold 10, fire 10; SR 24

OFFENCE
Speed 30 ft., swim 30 ft.
Melee 7 longswords +17 (1d8+3/19-20) or 7 slams +19 (1d6+3)
Special Attacks coordinated ally
Spell-Like Abilities (CL 14th; concentration +19)
Constant–detect magic, detect thoughts
At will–clairaudience/clairvoyance, command (DC 16), greater teleport (self plus 50 pounds of objects only), wall of force
Spells Known (CL 14th; concentration +19)
7th (3/day)–dictum (DC 21)
6th (5/day)–greater dispel magic, mass bull’s strength
5th (7/day)–cone of cold (DC 19), dispel chaos (DC 19), hold monster (DC 19)
4th (7/day)–freedom of movement, lesser globe of invulnerability, order’s wrath (DC 18), spell immunity
3rd (7/day)–dispel magic, haste, invisibility purge, magic circle against chaos
2nd (7/day)–bull’s strength, protection from arrows, scorching ray, see invisibility, spider climb
1st (7/day)–colour spray (DC 15), divine favour, magic missile, protection from chaos, shield
0 (at will)–daze (DC 14), detect magic, flare (DC 14), guidance, light, mage hand, mending, read magic, resistance

STATISTICS
Str 16, Dex 18, Con –, Int 22, Wis 20, Cha 21
Base Atk +16; CMB +19; CMD 33
Feats Alertness, Craft StaffB, Craft WandB, Craft Wondrous ItemB, Eschew MaterialsB, Extend Spell, Forge RingB, Great Fortitude, Multiweapon Fighting, Persuasive, Scribe ScrollB, Skill Focus (Spellcraft), Toughness
Skills Diplomacy +28, Intimidate +28, Knowledge (arcana) +25, Knowledge (any two) +25, Perception +30, Sense Motive +28, Spellcraft +31, Swim +11; Racial Modifiers +2 Perception
Languages Modron, Auran, Celestial, Common, Infernal; telepathy 190 miles
SQ fixed initiative (12), item mastery

ECOLOGY
Environment any (Mechanus)
Organization march (1 at the start)
Treasure 7 longswords

SPECIAL ABILITIES
Item Mastery (Ex) Septons can use any magic items, even spell completion items such as wands and scrolls.
Spells (Sp) A septon modron casts spells as a 14th-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 septon modron, meaning that the creature does not need a divine focus to cast them.

Hexton (Hierarch Modron)      CR 14

HextonXP 38,400
LN Large construct (extraplanar, lawful)
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +33

DEFENCE
AC 30, touch 12, flat-footed 27 (+3 Dex, +18 natural, -1 size)
hp 147 (18d10+48)
Fort +8, Ref +9, Will +13
DR 10/adamantine and chaotic; Immune construct traits; Resist acid 10, cold 10, fire 10; SR 25

OFFENCE
Speed 30 ft., fly 30 ft. (average)
Melee 2 slams +25 (2d6+8), 4 claws +25 (2d4+8)
Special Attacks coordinated ally
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 15th; concentration +21)
At will–clairaudience/clairvoyance, command (DC 17), greater teleport (self plus 50 pounds of objects only), wall of force
Spells Known (CL 14th; concentration +19)
7th (4/day)–dictum (DC 21), mass invisibility
6th (7/day)–greater dispel magic, mass bull’s strength, true seeing
5th (7/day)–cone of cold (DC 19), dispel chaos (DC 19), hold monster (DC 19), righteous might
4th (7/day)–freedom of movement, lesser globe of invulnerability, order’s wrath (DC 18), spell immunity
3rd (7/day)–dispel magic, haste, invisibility purge, magic circle against chaos
2nd (8/day)–bull’s strength, protection from arrows, scorching ray, see invisibility, spider climb
1st (8/day)–colour spray (DC 15), divine favour, magic missile, protection from chaos, shield
0 (at will)–daze (DC 14), detect magic, flare (DC 14), guidance, light, mage hand, mending, read magic, resistance

STATISTICS
Str 26, Dex 17, Con –, Int 24, Wis 23, Cha 22
Base Atk +18; CMB +27; CMD 40
Feats Alertness, Eschew MaterialsB, Extend Spell, Great Fortitude, Improved Counterspell, Improved Great Fortitude, Improved Natural Attack (claw), Improved Natural Attack (slam), Power Attack, Toughness
Skills Diplomacy +27, Fly +24, Intimidate +27, Knowledge (any three) +28, Perception +33, Sense Motive +31, Spellcraft +28; Racial Modifiers +2 Perception
Languages Modron, Auran, Celestial, Common, Infernal; telepathy 216 miles
SQ fixed initiative (12)

ECOLOGY
Environment any (Mechanus)
Organization march (1 at the start)
Treasure none

SPECIAL ABILITIES
Spells (Sp) A hexton modron casts spells as a 15th-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 hexton modron, meaning that the creature does not need a divine focus to cast them.

Quinton (Hierarch Modron)      CR 16

QuintonXP 76,800
LN Large construct (extraplanar, lawful)
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +36

DEFENCE
AC 31, touch 12, flat-footed 28 (+3 Dex, +19 natural, -1 size)
hp 166 (21d10+51)
Fort +9, Ref +10, Will +14
DR 10/adamantine and chaotic; Immune construct traits; Resist acid 10, cold 10, fire 10; SR 27

OFFENCE
Speed 20 ft., fly 20 ft. (average)
Melee 4 slams +29 (2d6+9), tail slap +24 (2d6+4) or 4 longswords +27 (2d6+9/17-20), longsword +21 (2d6+4/17-20)
Special Attacks coordinated ally
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th; concentration +22)
At will–clairaudience/clairvoyance, command (DC 17), detect evil, detect good, detect magic, greater teleport (self plus 50 pounds of objects only), legend lore, wall of force
Spells Known (CL 16th; concentration +22)
8th (3/day)–shield of law
7th (5/day)–dictum (DC 21), mass invisibility
6th (7/day)–greater dispel magic, mass bull’s strength, true seeing
5th (7/day)–cone of cold (DC 19), dispel chaos (DC 19), hold monster (DC 19), righteous might
4th (7/day)–freedom of movement, lesser globe of invulnerability, order’s wrath (DC 18), spell immunity
3rd (7/day)–dispel magic, haste, invisibility purge, magic circle against chaos
2nd (8/day)–bull’s strength, protection from arrows, scorching ray, see invisibility, spider climb
1st (8/day)–colour spray (DC 15), divine favour, magic missile, protection from chaos, shield
0 (at will)–daze (DC 14), detect magic, flare (DC 14), guidance, light, mage hand, mending, read magic, resistance

STATISTICS
Str 29, Dex 17, Con –, Int 26, Wis 23, Cha 22
Base Atk +21; CMB +31; CMD 44
Feats Alertness, Empower Spell, Enlarge Spell, Eschew MaterialsB, Extend Spell, Great Fortitude, Improved Critical (longsword), Improved Great Fortitude, Maximize Spell, Multiweapon Fighting, Toughness, Widen Spell
Skills Diplomacy +30, Fly +27, Intimidate +30, Knowledge (any four) +32, Perception +36, Sense Motive +34, Spellcraft +32; Racial Modifiers +2 Perception
Languages Modron, Abyssal, Auran, Celestial, Common, Infernal; telepathy 238 miles
SQ fixed initiative (13)

ECOLOGY
Environment any (Mechanus)
Organization march (1 at the start)
Treasure 5 longswords

SPECIAL ABILITIES
Spells (Sp) A quinton modron casts spells as a 16th-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 quinton modron, meaning that the creature does not need a divine focus to cast them.

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