KING
Modron (Monodrone)

Modron (Monodrone)

Construct · no Crown (Sacred)

T1d4Minor

Geometric enforcers of law, monodrones march in unison, repairing mechanisms in Mechanus's eternal order.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind6--
Sense12--
Heart5--
Cunning6--
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.

Passive

Disintegration

When it is destroyed, disintegrates into dust. No corpse remains.

Maneuvers

Maneuver

Javelin

Standard ranged attack, 30 ft.

Tactics

GM tactics

Follows orders without deviation. Attacks in formation with other monodrones. Never retreats unless ordered by a superior modron.

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.