KING
Modron Hierarch (Hierodrone)

Modron Hierarch (Hierodrone)

Construct · no Crown (Mundane)

T2d6Minor

High-rank modrons, hierodrones oversee factories, their forms directing endless production.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind14--
Sense16--
Heart6--
Cunning14--
Fate12--

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

Passives

Passive

Axiomatic Construct

Immune to poison, disease, charm, fear, and exhaustion. Fights to the death and disintegrates into dust when destroyed.

Passive

Coordinated Command

Modrons within 30 ft gain +1 to attack rolls while the hierodrone stands.

Maneuvers

Maneuver

Lightning Javelin

Hurls a crackling javelin at a creature within 60 ft. A creature it hits must make a Body save (DC 13) or lose its reactions until the end of its next turn.

Reactions

Reaction

Hierarchical Shield

When a modron within 10 ft is hit, the hierodrone steps in and takes the hit instead.

Tactics

GM tactics

Commands from the rear, holding Coordinated Command over as many lesser modrons as it can. Opens with Lightning Javelin against the most chaotic-looking target. Steps in with Hierarchical Shield when the formation is threatened. Will sacrifice itself to protect higher-ranking modrons.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.