KING
Modron (Duodrone)

Modron (Duodrone)

Construct · no Crown (Sacred)

T1d4Minor

Dual-form overseers, duodrone coordinate tasks, their logical minds unyielding to chaos.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind12--
Sense12--
Heart6--
Cunning8--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Axiomatic Mind

Immune to charm and fear. Cannot be compelled to act against the hierarchy, and can perform two simple tasks at once.

Passive

Disintegration

When destroyed, disintegrates into dust.

Maneuvers

Maneuver

Fist Flurry

Makes two fist attacks.

Maneuver

Coordinated March

All monodrones within 30 ft immediately move up to 15 ft and make one attack.

Tactics

GM tactics

Commands monodrones in battle formations. Engages in melee while directing subordinates. Retreats to regroup if monodrones are destroyed.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.