# Modron Stat Blocks ## Knight-Corrupted Quadrone This quadrone drew the knight card. It became more powerful, and gained a magical weapon: a crossbow that fires magic missiles. **HP** 35 **AC** 18, **Initiative** +2, **Speed** 30 ft., Fly 30 ft. **STR** 12 (+1) **DEX** 14 (+2) **CON** 12 (+1) **INT** 10 (+0) **WIS** 10 (+0) **CHA** 11 (+0) **Saves:** STR +1, DEX +2, CON +1, INT +0, WIS +0, CHA +0 **Immunities** Charmed **Senses** Truesight 120 ft., Passive Perception 12 **Magic Missile.** The modron fires four magic missiles from his crossbow. Each does 1D4+1 damage. As usual, magic missiles always hit. The quadrone targets the missiles randomly, a side effect of being corrupted by chaos. ## Bricklayer-Corrupted Decaton This Decaton feels an absurdly territorial urge to protect the train station from invaders. Everyone is an invader. The decaton gets no combat bonuses from his card, so he just fights like a regular decaton. Large construct. **HP** 144 **AC** 16 (natural armor), **Initiative** +1, **Speed** 30 ft., Fly 30 ft **STR** 18 (+4) **DEX** 12 (+1) **CON** 16 (+3) **INT** 15 (+2) **WIS** 15 (+2) **CHA** 11 (+0) **Saves:** STR +4, DEX +1, CON +3, INT +5, WIS +5, CHA +0 **Immunities** Charmed, Frightened **Senses** Truesight 120 ft., Passive Perception 18 **Combat Ready.** The decaton has advantage on initiative rolls. **Tentacle Multiattack.** Three attacks. *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. **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 6d10 lightning damage on a failed save, or half as much damage on a successful save.
## Grizzly Quad A quadrone caught 80% of the way through a transformation into a grizzly bear. The body is mostly bear — fur, claws, four limbs — but it has no head. Instead, a quadrone's geometric face is mounted in the center of its chest, and two quadrone wings sprout from its shoulders. **HP** 142 **AC** 15 (natural armor), **Initiative** +1 (11), **Speed** 40 ft., Fly 60 ft. **STR** 20 (+5) **DEX** 12 (+1) **CON** 18 (+4) **INT** 8 (−1) **WIS** 12 (+1) **CHA** 8 (−1) **Saves:** STR +8, DEX +1, CON +7, INT −1, WIS +1, CHA −1 **Immunities** Charmed **Senses** Truesight 60 ft., Passive Perception 14 ### Traits **Axiomatic Vestige.** The Grizzly Quad has advantage on saving throws against being confused, frightened, or compelled to act randomly. ### Actions **Multiattack.** The Grizzly Quad makes two Claw attacks and one Gears Launcher attack, *or* three Gears Launcher attacks. **Claw.** *Melee Attack Roll:* +8, reach 5 ft. *Hit:* (2d8 + 5) slashing damage. **Gears Launcher.** *Ranged Attack Roll:* +7, range 320 ft. *Hit:* (2d6 + 4) force damage. The Grizzly Quad's chest-face spits a stream of spinning gears with mechanical precision. **Wing Buffet (Recharge 5–6).** The Grizzly Quad beats its wings violently. Each creature within 10 ft. must make a DC 16 Strength saving throw. *Failure:* 18 (4d8) bludgeoning damage and the target is pushed 15 ft. away and knocked Prone. *Success:* half damage and not pushed or knocked prone.