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 10 2 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.

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Page 1: Creatures - Hierarch Modrons v7

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.

Page 2: Creatures - Hierarch Modrons v7

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.

Page 3: Creatures - Hierarch Modrons v7

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.

Page 4: Creatures - Hierarch Modrons v7

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.

Page 5: Creatures - Hierarch Modrons v7

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.

Page 6: Creatures - Hierarch Modrons v7

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.