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View Full Version : My take on Hierarch Modrons (3.5)



Zaydos
2009-10-22, 01:58 PM
I know that they do exist online, and can even find a copy to look at right now, but I made them a year or so ago before I started using the internet as a tool for gaming and the version I can find has CR 14 creatures casting as 20th level clerics and CR 16s casting as 20th level clerics and wizards. Mine has some over the top casting as well, but mine always has a CR above its caster level which might actually be too high in some cases.

Either way I've seen enough modron threads recently that I wanted to dust them off and put them where maybe someday somebody will use them, besides I might actually be using them in an adventure tomorrow and it would be nice to know I hadn't completely failed at balance. I apologize in advance for the lack of environment listing (Mechanus), organization (which I never use for myself), treasure (again I go with as needed when DMing instead of looking at the line in the stat block), and most importantly image description. In making this I made it for myself and assumed a basic familiarity with modron hierarchy, and had to look online for pictures even then :smallredface:

So enjoy!

Hierarch Modrons:
Hierarch Modron Traits:
All hierarch modrons have the following traits and abilities:
Acid, Cold, and Fire Resistance 20
Axiomatic Toughness: Adds Charisma modifier to hp/HD.
Psionic Resistance: Unless they have the psionic subtype their SR is increased by 6 against psionics and they gain a +4 resistance bonus on saving throws versus psionics.
Fixed Initiative: They automatically have an initiative of 10+1/2 their HD +their Dex and any other initiative modifiers; they never roll for initiative.
Immunity to Illusions: A hierarch modronís senses automatically pierce all illusions, they still know that the illusion is there but they can see through it and act accordingly.
Immunity to Mind-Affecting Effects.
Telepathy (Su): A hierarch modron has a telepathy ability measured in miles and hundreds of feet; the miles are used when on Mechanus or when dealing with other modrons whereas the feet are used when dealing with non-modron creatures while off of Mechanus.
Planar Travel: All hierarch modrons may travel between Mechanus, the Astral Plane, and the Ethereal Plane at will. While on Mechanus, the Astral Plane, or the Ethereal Plane a hierarch modron may Plane Shift (self and 50-lb of gear only) to any of them as a standard action.
Spell-like Abilities: All hierarch modrons have the following spell-like abilities usable at will: clauraudience/clairvoyance, command, dimension door, and greater teleport (self and 50 lb of gear only); they all also have the ability to create Walls of Force although the exact number of times per day varies by rank. CL equals HD.
Spells: All Hierarch Modrons cast spells as a cleric of a level equal to their HD; they have access to the Mechanus domain. They add all Repair damage spells (and repair construct) to their spell list and can spontaneously cast Repair spells instead of Cure.
Coordinated Ally (Ex): when aided by or aiding a lawful creature the modron grants/gains a +3 bonus instead of +2; when flanking with another lawful creature the modron gains a +4 to hit instead of +2.
Saves: Hierarch Modrons save as outsiders not constructs (i.e. have all good saves).
The natural weapons of, and any weapon wielded by, a hierarch modron are considered lawful aligned for the purposes of overcoming DR.

Decton:
Medium Construct (Hierarch Modron, Lawful)
HD: 10d10+50 (105)
Init: Fixed 16
Spd: 40-ft, fly 10-ft (clumsy)
AC 22 (+1 Dex, +11 natural), t 11, FF 21
BAB/Grp: +7/+11
Atk: 10 slams +12 (1d4+4)
S/R: 5-ft/5-ft.
SA: Spells, spell-like abilities.
SQ: Hierarch Modron traits, Flight, Telepathy 44 miles/4400 ft, SR 22, DR 5/chaos
Saves: Fort +9, Ref +8, Will +12
Abilities: Str 18, Dex 13, Con -, Int 16, Wis 21, Cha 17.
Skills: Concentration +16, Knowledge (Law) +16, Profession (Bureaucracy) +18, Spot +18, Listen +18.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude.
Alignment: Always Lawful Neutral.
CR: 11.
Spell-like Abilities: In addition to the normal spell-like abilities of all Hierarch Modrons, Decton have the following spell-like abilities: At will: Mass Repair Light Damage (Modrons only); 3/day: Repair Construct (modrons only), Wall of Force. CL 10.
Flight (Ex): A decton sucks in air and uses it to jet upwards and about, it cannot fly in an airless area.

Nonaton:
Large Construct (Hierarch Modron, Lawful)
HD: 11d10+74 (134)
Init: Fixed 15
Spd: 50-ft
AC 23 (-1 size, +14 natural), t 9, FF 23
BAB/Grp: +8/+18
Atk: 9 slams +13 (1d6+6)
S/R: 10-ft/10-ft
SA: Spells, spell-like abilities.
SQ: Hierarch Modron traits, Telepathy 63 miles/6300 ft, SR 23, DR 5/chaos
Saves: Fort +9, Ref +7, Will +13
Abilities: Str 22, Dex 11, Con -, Int 17, Wis 22, Cha 18.
Skills: Concentration +18, Knowledge (the Planes) +17, Profession (Bureaucracy) +20, Spot +20, Listen +20.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude.
Alignment: Always Lawful Neutral.
CR: 12.
Spell-like Abilities: In addition to the normal spell-like abilities of all Hierarch Modrons, Nonaton have the following spell-like abilities: At will: Detect Thoughts, Mirror Image, Slow, Web, Detect Chaos, Discern Lies, Arcane Sight (may only detect enchantment/charm auras); 3/day: Wall of Force; 1/day: Power Word Stun (treat target as having +50 hp). CL 11.

Octon:
Large Construct (Hierarch Modron, Lawful)
HD: 12d10+78 (144)
Init: Fixed 17
Spd: 30-ft, fly 30-ft (average), swim 30-ft
AC 24 (-1 size, +1 Dex, +14 natural), t 10, FF 23
BAB/Grp: +9/+19
Atk: 8 slams +14 (1d8+6)
S/R: 10-ft/10-ft
SA: Spells, spell-like abilities.
SQ: Hierarch Modron traits, Telepathy 80 miles/8000 ft, SR 24, Flight, DR 5/chaos
Saves: Fort +10, Ref +9, Will +14
Abilities: Str 23, Dex 12, Con -, Int 18, Wis 23, Cha 19.
Skills: Concentration +19, Gather Information +19, Profession (Bureaucracy) +21, Spot +21, Listen +21, Knowledge (the Planes) +19.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude, Improved Natural Attack (Slam).
Alignment: Always Lawful Neutral.
CR: 13.
Spell-like Abilities: In addition to the normal spell-like abilities of all Hierarch Modrons, Decton have the following spell-like abilities: At will: Water Walk (self only), Haste, Detect Chaos, Telekinesis, Wall of Force. CL 12.
Flight (Ex): Like Dectons, Octons suck in air and pressurize it then shoot it out to move through the air, they may also due this with liquid mediums.

Septon:
Medium Construct (Hierarch Modron, Lawful)
HD: 13d10+85 (156)
Init: Fixed 19
Spd: 30-ft, swim 30-ft
AC 25 (+3 Dex, +12 natural), t 13, FF 22
BAB/Grp: +9/+14
Atk: 7 slams +14 (1d8+6 +1d4 Lawful)
S/R: 5-ft/5-ft
SA: Spells, Lawful Strikes, spell-like abilities.
SQ: Hierarch Modron traits, Telepathy 190 miles/19000 ft, SR 26, DR 10/chaos, special senses
Saves: Fort +10, Ref +11, Will +15
Abilities: Str 21, Dex 16, Con -, Int 19, Wis 24, Cha 20.
Skills: Concentration +21, Gather Information +21, Profession (Bureaucracy) +23, Spot +23, Listen +23, Knowledge (the Planes) +20.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude, Improved Natural Attack (Slam).
Alignment: Always Lawful Neutral.
CR: 15.
Lawful Strikes: A septon deals +1d4 axiomatic damage with each attack to non-lawful creatures.
Special Senses (Su): A septon has a continuous Arcane Sight and Read Thoughts abilities.
Spell-like Abilities: At will: Wall of Force. CL: 13
Spells: In addition to casting spells as 13th level clerics, septons also cast spells as 12th level wizards.

Hexton:
Large Construct (Hierarch Modron, Lawful)
HD: 14d10+114 (191)
Init: Fixed 19
Spd: 30-ft, fly 30-ft (average)
AC 26 (-1 size, +2 Dex, +15 natural), t 11, FF 24
BAB/Grp: +10/+21
Atk: 6 slams +17 (1d8+7 +1d6 Lawful)
S/R: 10-ft/10-ft
SA: Spells, Lawful Strikes, spell-like abilities.
SQ: Hierarch Modron traits, Telepathy 216 miles/21600 ft, SR 28, DR 10/chaos
Saves: Fort +11, Ref +11, Will +16
Abilities: Str 24, Dex 15, Con -, Int 20, Wis 25, Cha 21.
Skills: Concentration +22, Gather Information +22, Profession (Bureaucracy) +24, Spot +24, Listen +24, Knowledge (the Planes) +22, Sense Motive +24.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude, Improved Toughness.
Alignment: Always Lawful Neutral.
CR: 16.
Lawful Strikes: A hexton deals +1d6 axiomatic damage with each attack to non-lawful creatures.
Spell-like Abilities: At will: Wall of Force. CL 14.
Spells: In addition to casting spells as 14th level clerics, hextons also cast spells as 12th level wizards.

Quinton:
Large Construct (Hierarch Modron, Lawful)
HD: 15d10+135 (176)
Init: Fixed 20
Spd: 20-ft, fly 20-ft (average)
AC 28 (-1 size, +3 Dex, +16 natural), t 12, FF 25
BAB/Grp: +11/+22
Atk: 5 slams +18 (2d6+7 +1d8 Lawful)
S/R: 10-ft/10-ft
SA: Spells, Lawful Strikes, spell-like abilities.
SQ: Hierarch Modron traits, Telepathy 238 miles/23800 ft, SR 30, DR 15/chaos, Compartmentalized Mind
Saves: Fort +11, Ref +12, Will +17
Abilities: Str 25, Dex 16, Con -, Int 21, Wis 26, Cha 22.
Skills: Concentration +24, Gather Information +24, Profession (Bureaucracy) +26, Spot +26, Listen +26, Knowledge (the Planes) +23, Sense Motive +26.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude, Improved Toughness, Improved Natural Weapon (slam)
Alignment: Always Lawful Neutral.
CR: 17.
Lawful Strikes: A quinton deals +1d8 axiomatic damage with each attack to non-lawful creatures.
Spell-like Abilities: At will: Legend Lore (as if the item/person were at hand), Detect Chaos, Orderís Wrath, Wall of Force. CL 15.
Compartmentalized Mind (Ex): A Quinton gains an extra standard action each round, this action may only be used to cast a spell and only if no spell (excluding a quickened spell or other swift action spell) has been cast by it this round
Spells: In addition to casting spells as 15th level clerics, quintons also cast spells as 12th level wizards.

Quarton:
Large Construct (Hierarch Modron, Lawful)
HD: 16d10+157 (204)
Init: Fixed 21
Spd: 30-ft, fly 60-ft (good)
AC 30 (-1 size, +3 Dex, +18 natural), t 12, FF 27
BAB/Grp: +12/+24
Atk: 4 slams +20 (2d6+8 +2d6 Lawful)
S/R: 10-ft/10-ft
SA: Spells, Lawful Strikes, spell-like abilities.
SQ: Hierarch Modron traits, Telepathy 384 miles/38400 ft, SR 31, DR 15/chaos and DR 5/adamantine
Saves: Fort +12, Ref +13, Will +19
Abilities: Str 26, Dex 17, Con -, Int 23, Wis 28, Cha 24.
Skills: Concentration +25, Gather Information +25, Profession (Bureaucracy) +27, Spot +27, Listen +27, Knowledge (the Planes) +24, Sense Motive +27, Use Magic Device +25.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude, Improved Toughness, Improved Natural Weapon (slam).
Alignment: Always Lawful Neutral.
CR: 18.
Lawful Strikes: A quinton deals +2d6 axiomatic damage with each attack to non-lawful creatures and struck non-lawful creatures must make a Will save (DC 25) or be shaken for 1 minute.
Spell-like Abilities: At will: Dictum, Orderís Wrath, Wall of Force. CL 16.
Compartmentalized Mind (Ex): A Quinton gains an extra standard action each round, this action may only be used to cast a spell and only if no spell (excluding a quickened spell or other swift action spell) has been cast by it this round
Spells: In addition to casting spells as 16th level clerics, quartons also cast spells as 13th level wizards.

Tertian
Large Construct (Hierarch Modron, Lawful)
HD: 17d10+181 (233)
Init: Fixed 22
Spd: 30-ft
AC 32 (-1 size, +4 Dex, +19 natural), t 13, FF 29
BAB/Grp: +12/+24
Atk: 2 slams +20 (2d6+8 +3d6 Lawful) and tail slap +20 (2d8+12 +3d6 lawful and paralysis)
S/R: 10-ft/10-ft
SA: Spells, Lawful Strikes, spell-like abilities, paralysis.
SQ: Hierarch Modron traits, Telepathy 405 miles/40500 ft, SR 32, DR 15/chaos and DR 10/adamantine
Saves: Fort +12, Ref +14, Will +20
Abilities: Str 27, Dex 18, Con -, Int 25, Wis 30, Cha 26.
Skills: Concentration +27, Profession (Bureaucracy) +29, Spot +29, Listen +29, Knowledge (the Planes) +26, Sense Motive +29, Use Magic Device +27, Intimidate +27, Gather Information +27.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude, Improved Toughness, Quicken Spell-like Ability (Orderís Wrath).
Alignment: Always Lawful Neutral.
CR: 19.
Lawful Strikes: A tertian deals +2d6 axiomatic damage with each attack to non-lawful creatures and struck non-lawful creatures must make a Will save (DC 26) or be shaken for 1 minute.
Spell-like Abilities: At will: Dictum, Orderís Wrath, Wall of Force. CL: 17.
Compartmentalized Mind (Ex): A Quinton gains an extra standard action each round, this action may only be used to cast a spell and only if no spell (excluding a quickened spell or other swift action spell) has been cast by it this round
Spells: In addition to casting spells as 17th level clerics, tertians also cast spells as 17th level wizards.
Paralysis (Su): A creature struck by a tertianís tale must make a DC 26 Fort save or be paralyzed till the tertian chooses to release them (or is slain). This is a Charisma based ability.

Secundus
Large Construct (Hierarch Modron, Lawful)
HD: 18d10+181 (233)
Init: Fixed 24
Spd: 40-ft, fly 40-ft (good)
AC: 34 (-1 size, +5 Dex, +20 natural), t 14, FF 29
BAB/Grp: +13/+26
Atk: 2 slams +22 (2d6+10 +4d6 axiomatic and stun)
S/R: 10-ft/10-ft
SA: Spells, Lawful Strikes, spell-like abilities, stun.
SQ: Hierarch Modron traits, Telepathy 420 miles/42000 ft, SR 32, DR 15/chaos adamantine, Fast Repair 4.
Saves: Fort +13, Ref +16, Will +22
Abilities: Str 31, Dex 20, Con -, Int 27, Wis 32, Cha 28.
Skills: Concentration +29, Gather Information +29, Profession (Bureaucracy) +31, Spot +35, Listen +35, Knowledge (the Planes) +28, Sense Motive +31, Use Magic Device +29, Intimidate +29, Knowledge (any one) +28.
Feats: Weapon Focus (Slam), Power Attack, Combat Casting, Great Fortitude, Improved Toughness, Quicken Spell-like Ability (Orderís Wrath), Quickened Spell-like Ability (Wall of Force).
Alignment: Always Lawful Neutral.
CR: 20.
Lawful Strikes: A secundi deals +4d6 axiomatic damage with each attack to non-lawful creatures and half that to lawful creatures struck, and struck non-lawful creatures must make a Will save (DC 28) or be frightened for 1 minute.
Spell-like Abilities: At will: Dictum, Orderís Wrath, Wall of Force. CL: 18.
Compartmentalized Mind (Ex): A Quinton gains an extra standard action each round, this action may only be used to cast a spell and only if no spell (excluding a quickened spell or other swift action spell) has been cast by it this round
Spells: In addition to casting spells as 18th level clerics, secondi also cast spells as 18th level wizards.
Stun (Su): Any creature struck by a secundus must make a DC 28 Fort save or be stunned until the secundus chooses to release them (or is slain). This is a charisma based ability.