Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Habitat: Planar (Mechanus); Treasure: None

Pentadrones oversee and protect contingents of lesser modrons. They’re quick to call lengthy meetings with other modrons when making decisions.


Modron Marches

Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.

Modron Operations
1d8 
The Modrons Work To ...
1
Create a clockwork outpost to monitor the balance of obscure planar forces.
2
Ensure neither side gains the upper hand in a conflict between good and evil.
3
Excavate a portal to another plane.
4
Find a lost contingent of modrons.
5
Reactivate a titanic but lost modron device.
6
Remove a forest, mountain, or city before the arrival of a modron procession.
7
Seal off a planar rift or wild magic zone.
8
Wage war with demons, slaadi, or chaotic Fey.
The guide swore “beep boop” meant “hello, friend.” I don’t know why they’re after us!
—A planar explorer learning
modrons have no sense of humor


Modrons

Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.

Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.

Modrons excel at tasks that require patience and precision, but they have little understanding of nonliteral concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.

In rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.

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 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.


Modron Pentadrone

Large Construct, Lawful Neutral
  • Armor Class 16
  • Hit Points 32 (5d10 + 5)
  • Speed 40 ft.
  • Initiative +2 (12)
STR
15 (2)
DEX
14 (2)
CON
12 (1)
INT
10 (0)
WIS
10 (0)
CHA
13 (1)
  • Saving Throws Str +2, Dex +2, Con +1, Int +0, Wis +0, Cha +1
  • Skills Perception 4
  • Condition Immunities Charmed
  • Senses Truesight 120 ft., passive Perception 14
  • Languages Modron
  • Challenge 2 (450 XP)
  • Habitat Planar (Mechanus)
  • Treasure None
  • 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 Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: (1d6 + 2) Force damage.
  • Electrical Discharge. Ranged Weapon Attack: +4 to hit, reach 120 ft., One Target. Hit: (1d6 + 2) Lightning damage.
  • 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.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×