114 lines
4.0 KiB
Markdown
114 lines
4.0 KiB
Markdown
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# Modron Stat Blocks
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## Modron Quadrone
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*Medium Construct, Lawful Neutral*
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**Source:** MM'25, p. 218
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- **AC** 16
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- **Initiative** +2 (12)
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- **HP** 22 (4d8 + 4)
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- **Speed** 30 ft., Fly 30 ft.
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**STR** 12 (+1) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 11 (+0)
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**Saves:** STR +1, DEX +2, CON +1, INT +0, WIS +0, CHA +0
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- **Skills** Perception +2
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- **Immunities** Charmed
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- **Senses** Truesight 120 ft., Passive Perception 12
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- **Languages** Modron
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- **CR** 1 (XP 200; PB +2)
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### Traits
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**Disintegration.** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
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### Actions
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**Multiattack.** The modron makes four Slam attacks or four Gears Launcher attacks.
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**Slam.** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 4 (1d4 + 2) Force damage.
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**Gears Launcher.** *Ranged Attack Roll:* +4, range 320 ft. *Hit:* 4 (1d4 + 2) Force damage.
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**Habitat:** Planar (Mechanus)
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---
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## Modron Pentadrone
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*Large Construct, Lawful Neutral*
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**Source:** MM'25, p. 218
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- **AC** 16
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- **Initiative** +2 (12)
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- **HP** 32 (5d10 + 5)
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- **Speed** 40 ft.
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**STR** 15 (+2) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 13 (+1)
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**Saves:** STR +2, DEX +2, CON +1, INT +0, WIS +0, CHA +1
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- **Skills** Perception +4
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- **Immunities** Charmed
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- **Senses** Truesight 120 ft., Passive Perception 14
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- **Languages** Modron
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- **CR** 2 (XP 450; PB +2)
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### Traits
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**Disintegration.** If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
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### Actions
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**Multiattack.** The modron makes five Slam attacks or five Electrical Discharge attacks.
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**Slam.** *Melee Attack Roll:* +4, reach 5 ft. *Hit:* 5 (1d6 + 2) Force damage.
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**Electrical Discharge.** *Ranged Attack Roll:* +4, range 120 ft. *Hit:* 5 (1d6 + 2) Lightning damage.
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**Paralysis Gas (Recharge 5–6).** *Constitution Saving Throws:* DC 11, each creature in a 30-foot Cone. *Failure:* The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
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**Habitat:** Planar (Mechanus)
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---
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## Decaton Modron
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*Large Construct, typically Lawful Neutral*
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**Source:** MPP, p. 36
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- **AC** 16 (natural armor)
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- **Initiative** +1 (16)
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- **HP** 144 (17d10 + 51)
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- **Speed** 30 ft., Fly 30 ft. (hover)
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**STR** 18 (+4) **DEX** 12 (+1) **CON** 16 (+3) **INT** 15 (+2) **WIS** 15 (+2) **CHA** 11 (+0)
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**Saves:** STR +4, DEX +1, CON +3, INT +5, WIS +5, CHA +0
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- **Skills** Perception +8
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- **Immunities** Charmed, Frightened
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- **Senses** Truesight 120 ft., Passive Perception 18
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- **Languages** Modron, telepathy 120 ft.
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- **CR** 8 (XP 3,900; PB +3)
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### Traits
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**Axiomatic Mind.** The decaton can't be compelled to act in a manner contrary to its nature or its instructions.
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**Combat Ready.** The decaton has advantage on initiative rolls.
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**Disintegration.** If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.
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### Actions
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**Multiattack.** The decaton makes three Tentacle attacks.
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**Spellcasting.** The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
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- At will: *detect magic*, *dispel magic*, *mending* (as an action)
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- 1/day each: *plane shift* (self only), *protection from evil and good*
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**Tentacle.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.
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**Lightning Rays (Recharge 6).** The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful save.
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