KING
Modron (Decaton)

Modron (Decaton)

Construct · no Crown (Sacred)

T4d10Major

Ten-limbed hierarchs, decaton direct legions, their commands echoing through structured planes.

Tier 4  ·  Role Major  ·  Pool Vigor 3 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor3Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind18+4d8
Sense18+4d8
Heart8-1-d3
Cunning18+4d8
Fate20+5d10

Passives

Passive

Axiomatic Mind

Immune to charm and fear, and sees through illusions and invisibility within 120 ft. Cannot be compelled to act against the hierarchy.

Passive

Hierarchical Command

Modrons within 120 ft gain +2 to attack rolls and saves. When destroyed, the decaton disintegrates into dust.

Maneuvers

Maneuver

Reconstruct (1/day)

Rebuilds a destroyed modron of pentadrone rank or lower within 30 ft to full working order.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Axiomatic Purge

Telegraph · disrupt d6 · Fate save

Perfect order radiates 60 ft in every direction. Each enemy makes a Fate save (DC 17): on a failure it takes 4 damage, and outsiders are hurled back to their home plane for 1 minute; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Positions centrally to maximize Hierarchical Command. Opens with Axiomatic Purge to banish outsiders and break the enemy line. Directs modron swarms through the hierarchy. Reconstructs fallen pentadrones as needed.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.