Modron (Tridrone)
Construct · no Crown (Sacred)
T2d6Minor
Three-bodied sentinels, tridrones patrol borders, alerting to any deviation from perfect harmony.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 14 | - | - |
| Sense | 14 | - | - |
| Heart | 6 | - | - |
| Cunning | 8 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Axiomatic Sentinel
Immune to charm and fear, and cannot be surprised. Fights to the death and disintegrates into dust when destroyed.
Maneuvers
Alert
Sounds a grinding alarm audible within 300 ft; every modron in range converges on the intruders.
Formation Shield
Locks halberds with its fellows: modrons within 15 ft gain +2 AC until the start of the tridrone's next turn.
Tactics
GM tactics
Patrols in triangular formations. Sounds Alert at the first sign of chaos. Holds ground with Formation Shield while reinforcements arrive. Fights methodically, never breaks rank.
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.