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jdnd/ideas/Modron-Stat-Blocks.md
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Modron Stat Blocks

Modron Quadrone

Medium Construct, Lawful Neutral Source: MM'25, p. 218

  • AC 16
  • Initiative +2 (12)
  • HP 22 (4d8 + 4)
  • 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

  • Skills Perception +2
  • Immunities Charmed
  • Senses Truesight 120 ft., Passive Perception 12
  • Languages Modron
  • CR 1 (XP 200; PB +2)

Traits

Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.

Actions

Multiattack. The modron makes four Slam attacks or four Gears Launcher attacks.

Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Force damage.

Gears Launcher. Ranged Attack Roll: +4, range 320 ft. Hit: 4 (1d4 + 2) Force damage.

Habitat: Planar (Mechanus)


Modron Pentadrone

Large Construct, Lawful Neutral Source: MM'25, p. 218

  • AC 16
  • Initiative +2 (12)
  • HP 32 (5d10 + 5)
  • Speed 40 ft.

STR 15 (+2) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 13 (+1) Saves: STR +2, DEX +2, CON +1, INT +0, WIS +0, CHA +1

  • Skills Perception +4
  • Immunities Charmed
  • Senses Truesight 120 ft., Passive Perception 14
  • Languages Modron
  • CR 2 (XP 450; PB +2)

Traits

Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.

Actions

Multiattack. The modron makes five Slam attacks or five Electrical Discharge attacks.

Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Force damage.

Electrical Discharge. Ranged Attack Roll: +4, range 120 ft. Hit: 5 (1d6 + 2) Lightning damage.

Paralysis Gas (Recharge 56). 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.

Habitat: Planar (Mechanus)


Decaton Modron

Large Construct, typically Lawful Neutral Source: MPP, p. 36

  • AC 16 (natural armor)
  • Initiative +1 (16)
  • HP 144 (17d10 + 51)
  • Speed 30 ft., Fly 30 ft. (hover)

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

  • Skills Perception +8
  • Immunities Charmed, Frightened
  • Senses Truesight 120 ft., Passive Perception 18
  • Languages Modron, telepathy 120 ft.
  • CR 8 (XP 3,900; PB +3)

Traits

Axiomatic Mind. The decaton can't be compelled to act in a manner contrary to its nature or its instructions.

Combat Ready. The decaton has advantage on initiative rolls.

Disintegration. If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.

Actions

Multiattack. The decaton makes three Tentacle attacks.

Spellcasting. The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

  • At will: detect magic, dispel magic, mending (as an action)
  • 1/day each: plane shift (self only), protection from evil and good

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.

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.