KING
Modron (Quadrone)

Modron (Quadrone)

Construct · no Crown (Sacred)

T2d6Minor

Four-armed artisans, quadrone craft with precision, maintaining the clockwork realms of law.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 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
Body14--
Mind16--
Sense14--
Heart6--
Cunning14--
Fate16--

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.

Maneuvers

Maneuver

Four-Arm Volley

All four arms loose at once: makes its attack against up to two different targets within 80 ft.

Maneuver

Analyze

Studies one creature or object in view and learns one of its resistances, immunities, or vulnerabilities.

Tactics

GM tactics

Engages at range with Four-Arm Volley. Uses Analyze to identify weaknesses. Switches to melee only when pressed. Reports all findings to superior 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.