KING
Modron (Pentadrone)

Modron (Pentadrone)

Construct · no Crown (Sacred)

T3d8Minor

Five-sensed judges, pentadrone enforce verdicts, their forms adapting to uphold justice.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart6--
Cunning16--
Fate18--

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

Passives

Passive

Axiomatic Construct

Immune to charm and fear. Fights to the death and disintegrates into dust when destroyed.

Passive

Five Senses Perfected

Cannot be blinded, deafened, or surprised, and sees through illusions within 60 ft.

Maneuvers

Maneuver

Paralysis Gas

Vents yellow gas in a 15 ft cone. Each creature in it makes a Body save (DC 15): on a failure it is stunned 1 round; on a success it takes 1 Vigor damage.

Reactions

Reaction

Law's Rebuke

When a creature within 10 ft damages a modron, that creature takes 1 Vigor damage from the lash of enforced order.

Tactics

GM tactics

Opens with Paralysis Gas against clustered enemies. Wades in beside the most dangerous foe so Law's Rebuke answers every blow struck at a modron. Commands lower modrons in combat.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.