creatures - hierarch modrons v7
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Decaton Large construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d10+20)
Speed 35 ft., fly 10 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
Skills medicine +2, perception +4
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Senses truesight 120 ft., passive Perception 14
Languages Modron
Challenge 7 (2900 XP)
Axiomatic Mind. The decaton can’t be compelled to act in a
manner contrary to its nature or its instructions.
Disintegration. If the decaton dies, its body disintegrates into
dust, leaving behind its weapons and anything else it was
carrying.
Repair. Spells cast by the decaton do not exclude constructs
from their effects if they otherwise would. The decaton can
cast the mending cantrip on a construct to heal it for 2 (1d4) hit
points.
Innate Spellcasting. The decaton’s innate spellcasting ability
is Wisdom (spell save DC 12, +4 to hit with spell attacks). The
decaton can innately cast the following spells, requiring no
material components:
At will: mending
5/day each: cure wounds, healing word (1/day as a third level
spell)
3/day: lesser restoration
1/day each: command, flame strike, mass healing word,
remove curse
Actions
Multiattack. The decaton can make ten arm attacks, and if the
action would be available, self-destruct.
Arm. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) bludgeoning damage.
Self-Destruct. This action can only be taken when the decaton
has 5 or less hit points. The decaton explodes and is killed
immediately, and each creature within 30 feet of the decaton
must make a DC 14 Dexterity saving throw, taking 7 (1d10+2)
force damage for each hit point the decaton had before self-
destruction, to a maximum of 22 (3d10+6) on a failed save,
and half as much on a save.
The decaton are the lowliest of the hierarch modrons, though
this rank still grants them authority over all the precedent
modron drones. Their lumbering form strides atop two stump-
like legs, which carry a large, orb-like head. It uses its ten
tentacle arms to assist in monitoring the general wellbeing of
the baser modrons, mending harmed units and facilitating the
destruction of those damaged beyond repair.
Primus created 102 modrons, equaling 100 total. A large
portion of these, 64, are stationed in Mechanus, overseeing the
health of each of the plane’s districts. The rest are assigned to
armies led by each of the hextons. Decaton prefer to walk,
however it is not unusual to see them hovering above the
battlefield and repairing hurt modrons as the battle wages on.
Though they possess limited fighting ability with their tentacle
arms, they are more naturally suited for utility rolls, and most
are ordered to self-destruct rather than fight back once a battle
has been lost and escape is an unlikely option.
Nonaton Large construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points 82 (11d10+22)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 14 (+2)
Skills investigation +7, insight +7, perception +4
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Senses truesight 120 ft., passive Perception 14
Languages Modron
Challenge 8 (3900 XP)
Axiomatic Mind. The nonaton can’t be compelled to act in a
manner contrary to its nature or its instructions.
Disintegration. If the nonaton dies, its body disintegrates into
dust, leaving behind its weapons and anything else it was
carrying.
Repair. Spells cast by the nonaton do not exclude constructs
from their effects if they otherwise would. The nonaton can
cast the mending cantrip on a construct to heal it for 2 (1d4) hit
points.
Innate Spellcasting. The nonaton’s innate spellcasting ability
is Wisdom (spell save DC 12, +4 to hit with spell attacks). The
nonaton can innately cast the following spells, requiring no
material components.
At will: detect evil and good, detect magic, detect poison and
disease, detect thoughts, zone of truth, mending
3/day each: flame strike, mirror image, slow, web
1/day each: dispel magic, command, power word stun
Actions
Multiattack. The nonaton can make nine arm attacks.
Arm. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) bludgeoning damage.
VARIANT: MODRON HIERARCHS WITH CLERIC SPELLS In older editions of Dungeons & Dragons, rather than being
innate spell casters, Hierarch were treated as spellcasters
with the same spell ability of leveled clerics. If you want to
emulate this experience, add the spells in their innate
spellcasting list to the hierarch’s known list of cleric spells,
and use the following levels for the sake of spell slots and
known spells. The hierarch have no other cleric abilities.
You are responsible for choosing which spells the Hierarch
has prepared before entering an encounter.
Septons, tertains, and secundi also have access to spells of
the noted level on the wizard spell list. These wizard spells
are prepared as cleric spells. These extra known spells do
not increase the number of spell slots had by a tertian or
secundus, and wisdom is still their spell casting modifier.
Decaton. The decaton has access to the spellcasting
ability of a 10th level cleric.
Nonaton. The nonaton has access to the spellcasting
ability an 11th level cleric.
Octon. The octon has access to the spellcasting ability of
a 12th level cleric.
Septon. The septon has access to the spellcasting ability
of a 13th level cleric, and has access to wizard spells of the
5th level or less.
Hexton. The hexton has access to the spellcasting ability
of a 14th level cleric.
Quinton. The quinton has access to the spellcasting
ability of a 15th level cleric.
Quarton. The quarton has access to the spellcasting
ability of a 16th level cleric.
Tertian. The tertian has access to the spellcasting ability
of a 17th level cleric, and has access to wizard spells of the
7th level or less.
Secundus. The secundus has access to the spellcasting
ability of an 18th level cleric, and has access to wizard spells
of the 8th level or less.
The nonaton serve the roles of commissars and inspectors in
modron society. 92 nonatons exist in the 81 roles ascribed to
their caste. 64 remain in each district of Mechanus, given
charge to monitor the actions of the home-stationed decatons,
while 8 serve in the modron armies fulfilling essentially the
same role. The remaining 9 nonatons make up a special force
of high inquisitors, who are gifted the special ability to
recognize modrons of ranks beyond their immediate lowers, in
order to find rouge modrons before they can escape the plane.
On the battle field, nonatons are completely out of their
element, since they are beings meant to facilitate social
stability, not to fight. Before a situation escalates to hostilities,
the nonaton will use its abilities to determine where its
opponent’s loyalties truly lay, in an attempt to find a
diplomatic solution. If they find evil or betrayal in an
opponent’s mind, especially if that enemy is another modron,
incineration may be the nonaton’s preferred answer to
disloyalty.
Octon Large construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10+24)
Speed 40 ft., fly 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 15 (+2)
Saving Throw Con +6
Skills insight +5, perception +5, intimidation +10
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Damage Immunities psychic
Senses truesight 120 ft., passive Perception 15
Languages Modron
Challenge 9 (5000 XP)
Axiomatic Mind. The octon can’t be compelled to act in a
manner contrary to its nature or its instructions.
Disintegration. If the octon dies, its body disintegrates into
dust, leaving behind its weapons and anything else it was
carrying.
Magic Weapons. The octon’s weapon attacks are magical.
Repair. Spells cast by the octon do not exclude constructs
from their effects if they otherwise would. The octon can cast
the mending cantrip on a construct to heal it for 2 (1d4) hit
points.
Innate Spellcasting. The octon’s innate spellcasting ability is
Wisdom (spell save 13, +5 to hit with spell attacks). The octon
can innately cast the following spells, requiring no material
components.
At will: mending, detect magic, detect thought, water walk
5/day: command
3/day each: flame strike, haste, healing word (as a 3rd level
spell), telekinesis
1/day each: blade barrier, dispel magic, hold person, word of
recall
Actions Multiattack. The octon can make six claw attacks and two
glaive attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) slashing damage.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target.
Hit: 9 (1d10+4) slashing damage.
Each of the 82 octons operate out of small towers in the 64
districts of Mechanus, which resemble the greater towers of
the higher hierarchs. All precedent modrons, from the
monodrone to the nonaton, ostensibly exist as wards of octon,
who in turn exist to make sure that the rules and laws they
have received from above are properly followed in their
districts.
The octon can be seen as a force of ultimate authority when
in their home districts, and are adept at imposing their will on
any creature visiting the plane. A weak-willed party of
adventurers may find themselves compelled to simply exit the
plane all together when confronted with an octon’s
commanding voice.
When invading forces breach an octon’s district, it is not
unlikely to find the octon near the frontlines of the battle site,
instructing their assigned nonaton to monitor the decaton’s
healing ability. All eight of the octon’s arms are devoted to
battlefield control, performing such tasks as enhancing the
abilities of allies, summoning great walls of blades that harm
invaders, or even attacking enemies themselves with their
giant glaives.
Septon Large construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points 97 (13d10+26)
Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 16 (+3) 12 (+1) 15 (+2)
Saving Throws Con +6
Skills arcana +7, history +7, religion +7, perception +5
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Damage Immunities psychic
Senses truesight 120 ft., passive Perception 15
Languages Modron, telepathy 120 ft.
Challenge 10 (5900 XP)
Axiomatic Mind. The septon can’t be compelled to act in a
manner contrary to its nature or its instructions.
Disintegration. If the septon dies, its body disintegrates into
dust, leaving behind its weapons and anything else it was
carrying.
Magic Resistance. The septon has advantage on saving throws
against spells and other magical effects.
Repair. Spells cast by the septon do not exclude constructs
from their effects if they otherwise would. The septon can cast
the mending cantrip on a construct to heal it for 2 (1d4) hit
points.
Innate Spellcasting. The septon’s innate spellcasting ability is
Wisdom (spell save 13, +5 to hit with spell attacks). The
septon can innately cast the following spells, requiring no
material components.
At will: detect evil and good, detect magic (does not require
concentration), fire bolt, identify, locate object, mage hand,
mending, tongues
5/day each: dispel magic, chromatic orb (as a 2nd level spell),
locate creature, suggestion
3/day each: scrying, counterspell, fireball, haste
1/day each: flame strike (as a 7th level spell), plane shift,
regenerate, modify memory, wall of force
Actions
Multiattack. The septon can make seven arm attacks.
Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) bludgeoning damage.
Septons are bureaucratic inspectors, who visit the many sites
of interest around Mechanus to assure all modrons and visitors
are acting in accordance to the law. There are 72 septons, each
tasked by hextons to survey any area of interest, though most
are stationed exclusively within Mechanus. Septons secondary
job is that of couriers of information, transporting orders or
data between modron outposts amongst the planes back to the
relevant district.
While not as gifted at the art of record keeping as the
quintons, septons are uniquely gifted among the lower level
hierarch for the abilities with magic. They are particularly fond
of harnessing their races affinity for destructive flames,
making them particularly dangerous foes if upset. However, a
septon caught off-guard will likely only do minimal amount of
damage with its own spells, preferring to enhance the abilities
of nearby modrons better suited for fighting, and then fleeing
the battle.
Hexton Large construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points 105 (14d10+28)
Speed 45 ft., fly 45 ft.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3)
Saving Throws Str +8, Dex +7, Con +6
Skills athletics +8, insight +8, perception +6, intimidation +7
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Damage Immunities psychic
Senses truesight 120 ft., passive Perception 16
Languages Modron, telepathy 120 ft.
Challenge 11 (7200 XP)
Axiomatic Mind. The hexton can’t be compelled to act in a
manner contrary to its nature or its instructions.
Disintegration. If the hexton dies, its body disintegrates into
dust, leaving behind its weapons and anything else it was
carrying.
Magic Resistance. The hexton has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The hexton’s weapon attacks are magical.
Repair. Spells cast by the hexton do not exclude constructs
from their effects if they otherwise would. The hexton can cast
the mending cantrip on a construct to heal it for 2 (1d4) hit
points.
Innate Spellcasting. The hexton’s innate spellcasting ability is
Wisdom (spell save 14, +6 to hit with spell attacks). The
hexton can innately cast the following spells, requiring no
material components.
At will: guidance, mending, resistance, sanctuary, freedom of
movement
5/day each: banishment, command (as a 2nd level spell), flame
strike (as a 4th level spell), hold monster,
3/day each: dispel magic, haste, protection from energy
1/day: forbiddance
Actions
Multiattack. The hexton can make four claw attacks, and two
longsword attacks. If both longsword attacks target and hit the
same creature, the target is stunned.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) bludgeoning damage.
Longsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target.
Hit: 13 (2d8+4) slashing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or take 4
(1d8) force damage and be knocked prone. If the target is
stunned by the effect of the hexton’s multiattack ability, the
hexton can make another longsword attack against a single foe
adjacent to the target.
The armies of the hexton’s are the most disciplined and
rigorous amongst the outer planes. Each of the 62 squared
generals lead one of these great armies, and their orders are
carried down the chain of command to expertly manipulate
thousands of base modrons on the field of battle. These
generals are formidable fighters in their own right, and when
forced to wade into the fight themselves, they will unleash a
flurry of enhancing spells amidst powerful swipes of their
longsword, which can knock over waves of enemies at a time.
The hexton are also adept at granting resistances and
additional skills to nearby allies, and will just as likely assist
others in fighting rather than attack directly itself. Planar
interlopers fighting on Mechanus will find it difficult to
remain on the plane when fighting against a Hexton, as it
specializes in banishment and forbiddance spells to help
control the amount of foreign enemies being fought by the
modron armies at any given moment.
Quinton Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points 127 (15d12+30)
Speed 25 ft., fly 20 ft.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 14 (+2) 20 (+5) 14 (+2) 18 (+4)
Saving Throws Con +6, Int +9
Skills history +13, insight +6, perception +6
Damage Resistances bludgeoning, piercing, and slashing
damage from nonmagical weapons
Damage Immunities psychic
Senses truesight 120 ft., passive Perception 16
Languages Modron, telepathy 120 ft.
Challenge 12 (8,400 XP)
Axiomatic Mind. The quinton can’t be compelled to act in a
manner contrary to its nature or its instructions.
Disintegration. If the quinton dies, its body disintegrates into
dust, leaving behind its weapons and anything else it was
carrying.
Magic Resistance. The quinton has advantage on saving
throws against spells and other magical effects.
Repair. Spells cast by the quinton do not exclude constructs
from their effects if they otherwise would. The quinton can
cast the mending cantrip on a construct to heal it for 2 (1d4) hit
points.
Innate Spellcasting. The quinton’s innate spellcasting ability
is Wisdom (spell save 14, +6 to hit with spell attacks). The
quinton can innately cast the following spells, requiring no
material components.
At will: detect evil and good, detect magic, identify, locate
object, true seeing
5/day: flame strike (as a 4th level spell)
3/day each: banishment, command, legend lore (the object or
person need only be minimally described to receive the effects
of a moderate to greater description), scrying
1/day each: zone of truth
Actions
Multiattack. The quinton can make four arm attacks and one
tail attack.
Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage.
Tail. Melee Weapon Attack: +8 to hit, reach 5ft., one target.
Hit: 8 (1d8+4) bludgeoning damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw, or it is
grappled (escape DC 14).
Chief bureaucrats and archivists of Mechanus, the 52
quintons record all events observed or experienced by the
modrons. The diamond on their forehead signify their elite
status, as well as their ornate garments and armor. Each
operate out of 25 great towers which radiate outward from the
center of Mechanus. Rather than each tower specializing in a
particular type of information, it seems all information
collected by the Quinton is shared between towers. However,
this can never truly be confirmed, as no mortal could ever
understand the intricate system of organization employed in a
single tower, let alone the varied methods unique to each
tower’s Quinton.
Quintons are not meant for combat, though they do not lack
the hierarch’s characteristic ability to incinerate opponents
should the needs arise. The information gathered by the great
modron march ostensibly ends up in the towers of the quinton,
and it is incredibly unlikely for them to be completely unaware
of almost anything that has happened in planar history.
Adventurers and explorers usually seek out quintons when
they desire to learn about or discover some object of legend, a
service that quintons are usually reluctant to fulfil. They do not
fall easily to threats, though if tempted with rare information,
their orders to document the entirety of existence may just
make room for a mutual exchange. Be wary however, a
quinton is able to deceit of both magical and mundane means,
and attempting to insert false information in a quinton’s library
can forever incur the wrath of the entire modron hierarchy.
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