Planescape Monstrous Supplement

Modrons, Hierarchy

All the modrons are considered Lawful Outsiders.

Name

Decaton

Nonaton

Octon

Size / Type

Medium

Large

Large

Hit Dice

10d8+40 (85)

11d8+66 (105)

12d8+72 (126)

Initiative

See Below

Speed

35ft, fly 10ft clumsy

40ft

20ft, fly 20ft good

Armor Class

18 (+1 Dex, +7 Natural)

20 (+11 Natural, -1 Size)

19 (+10 Natural, -1 Size)

Attacks

10 Tentacle +11

9 Tentacle +15

8 Tentacle +16

Damage

Tentacle 1d4+1

Tentacle 1d6+5

Tentacle 1d8+5

Face / Reach

5ft by 5ft / 5ft

5ft by 5ft / 10ft

5ft by 5ft / 10ft

Sp. Attacks

Clerical Spells

Sp. Qualities

Immunities, spell-like abilities, telepathy, precision of order, SR 13

Immunities, spell-like abilities, telepathy, precision of order, SR 15

Immunities, spell-like abilities, telepathy, precision of order, SR 17

Saves

F+11

R+8

W+12

F+13

R+7

W+12

F+14

R+8

W+14

Abilities
Str 12
Dex 12
Con 18
Str 20
Dex 10
Con 22
Str 20
Dex 10
Con 22
Int 16
Wis 20
Cha 20
Int 16
Wis 20
Cha 20
Int 18
Wis 22
Cha 22
Skills

99

99

120

Feats

3 + Multidexterity

3 + Multidexterity

3 + Multidexterity

Climate

Mechanus

Organization

Solitary

Rating (CR)

12

13

14

Treasure

None

Alignment

Always Lawful Neutral

Advancement

11-20HD (Medium)

12-22HD (Large)

13-24HD (Large)


Name

Septon

Hexton

Quinton

Size / Type

Medium

Large

Large

Hit Dice

13d8+52 (111)

14d8+84 (147)

15d8+90 (157)

Initiative

See Below

Speed

20 ft

30 ft, fly 30ft average

15ft, fly 15ft average

Armor Class

21 (+1 Dex, +10 Natural)

22 (+13 Natural, -1 Size)

23 (+14 Natural, -1 Size)

Attacks

7 claw +16

6 claw +20

5 claw +21

Damage

Claw 1d10+3

Claw 1d12+7

Claw 2d8+7

Face / Reach

5ft by 5ft / 5ft

5ft by 5ft / 10ft

5ft by 5ft / 10ft

Sp. Attacks

Clerical Spells

Sp. Qualities

Immunities, spell-like abilities, telepathy, precision of order, SR 19, seventh sense, wizard spells

Immunities, spell-like abilities, telepathy, precision of order, SR 21

Immunities, spell-like abilities, telepathy, precision of order, SR 23

Saves

F+12

R+9

W+14

F+15

R+9

W+16

F+15

R+9

W+16

Abilities
Str 16
Dex 12
Con 18
Str 24
Dex 10
Con 22
Str 24
Dex 10
Con 22
Int 18
Wis 22
Cha 22
Int 20
Wis 24
Cha 24
Int 20
Wis 24
Cha 24
Skills

144

156

169

Feats

4 + Multidexterity

4 + Multidexterity

4 + Multidexterity

Climate

Mechanus

Organization

Solitary

Rating (CR)

16

16

17

Treasure

None

Alignment

Always Lawful Neutral

Advancement

14-26HD (Medium)

15-28HD (Large)

16-30HD (Large)


Name

Quarton

Tertian

Secundus

Size / Type

Large

Hit Dice

16d8+112 (184)

17d8+119 (195)

18d8+144 (225)

Initiative

See Below

Speed

30ft, fly 60ft good

30ft

40ft, fly 40ft good

Armor Class

24 (+3 Dex, -1 Size, +12 Natural)

25 (+4 Dex, -1 Size, +12 Natural)

26 (+5 Dex, -1 Size, +12 Natural)

Attacks

4 Claw +22

3 Claw +23

2 Claw +25

Damage

Claw 2d12+7

Claw 5d8+7

Claw 6d12+8

Face / Reach

5ft by 5ft / 10ft

5ft by 5ft / 10ft

5ft by 5ft / 10ft

Sp. Attacks

Clerical Spells

Sp. Qualities

Immunities, spell-like abilities, telepathy, precision of order, SR 25

Immunities, spell-like abilities, telepathy, precision of order, SR 27, wizard spells, paralysis

Immunities, spell-like abilities, telepathy, precision of order, SR 29, wizard spells, stunning

Saves

F+17

R+13

W+18

F+17

R+14

W+18

F+19

R+16

W+23

Abilities
Str 24
Dex 16
Con 24
Str 24
Dex 18
Con 24
Str 26
Dex 20
Con 26
Int 22
Wis 26
Cha 26
Int 22
Wis 26
Cha 26
Int 30
Wis 34
Cha 34
Skills

196

210

288

Feats

4 + Multidexterity

4 + Multidexterity

5 + Multidexterity

Climate

Mechanus

Organization

Solitary

Rating (CR)

18

21

22

Treasure

None

Alignment

Always Lawful Neutral

Advancement

17-32HD (Large)

18-34HD (Large)

19-36HD (Large)


Name

Primus, The One and the Prime

Size / Type

Large

Hit Dice

30d8+450 (585)

Initiative

See Below

Speed

60ft, fly 60ft perfect

Armor Class

40 (+7 Dex, -1 Size, +24 Natural)

Attacks

Slam +39 melee

Damage

Slam (6d20)+15+special

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Clerical spells

Sp. Qualities

Immunities, spell-like abilities, telepathy, precision of order, wizard spells, SR 40, Fists of Heaven and Hell

Saves
Fort +32
Ref +24
Will +32
Abilities
Strenght 30
Dexterity 24
Constitution 40
Intelligence 36
Wisdom 40
Charisma 40
Skills

588

Feats

8

Climate

Mechanus

Organization

Unique

Rating (CR)

34

Treasure

None

Alignment

Always Lawful Neutral

Advancement

None

  • Immunities (Ex): Immune to illusions, mind affecting effects, psionics, fear, and emotion effects. Also any attack that draws upon the Positive or Negative Energy Plane fails. The Modrons receive a +1 racial bonus to saves against cold, fire, and acid, and they suffer damage from such attacks with a -1 modifier per die.
  • Spell-like Abilities (Sp): All hierarchy modrons have the following spell-like abilities usable at will: Clairaudience, Clairvoyance, Command, Dimension Door, Teleport without Error, and Wall of Force. They also can Plane Shift to the Astral or the Ethereal plane, but will never do so unless ordered by Primus.
  • Decatons also have the following which apply only to modrons: Cure Minor Wounds 144 feet radius, Cure Disease 12 foot radius, Heal or Remove Paralysis by touch up to 10 modrons per round.
  • Nonatons also have the following: ESP, Mirror Image, Slow, Web, Detect Good/Evil, Detect Lie, Detect Charm. They may also use Power Word, Stun once per day.
  • Octons also have the following: Water Walking, Haste, Detect Good/Evil, and Telekinesis (500 pounds).
  • Quintons can use Legend Lore as if the questioned object or person were at hand (1d4 rounds). In addition they may Detect Good/Evil at will.
  • Telepathy (Ex): All hierarch modrons can communicate telepathically with any other modron. The range of this power is determined by the type of modron: Decaton, 44 miles; Nonaton, 63; Octon, 80; Septon, 190; Hexton, 216; Quinton, 238; Quarton, 384; Tertian, 405; Secundi, 420; and Primus, all Mechanus.
  • Precision of Order (Ex): Due to their attunement with Order itself, they always know when it’s the right moment to act, for that, they are never caught flat-footed. In addition, all hierarch modrons can decide when to act in a combat sequence (the DM choose when they will act), and typically, this comes at the most effective moment.
  • Seventh Sense (Ex): Each Septon has seven senses always active: hearing, sight, smell, taste, touch, ESP (30 foot range), detect magic.
  • Clerical Spells (Ex): The hierarchy modron is able to cast spells as a cleric of level equal to his HD. They gain the domain powers, but they’re unable to turn undeads. The hierarchy modrons have access to the Law, Strength, and War domains. Primus acts as a 20th level cleric with those 3 domains taken.
  • Wizard Spells (Ex): Septons have the spellcasting abilities of a 12th level wizard. Tertians, Secundus, and Primus as a 20th level wizard.
  • Paralysis (Ex): Anyone hit by a Tertian must succeed a Fortitude save (DC 26) or be held immobile until the Tertian wishes to free him.
  • Stunning (Ex): If a Secundus strikes a creature with a roll of at least 5 points more than necessary, that creature is stunned until the Secundus releases him. Nothing short of a Wish, Miracle, or demigod status can release that creature.
  • Fists of Heaven and Hell (Su): Primus hands are enveloped in energy. The right hand (Fist of Heaven) is swathed in bright rainbow hues, and the left (Fist of Hell) is covered with inky dark clouds. Anyone hit by Primus must succeed a Will save (DC 40) or suffer the effect of the hand that hit him. The Fist of Heaven grants eternal life, inducing the character in a Temporal Stasis. The Fist of Hell, captures the character for eternity in a chamber of nightmarish design, equivalent to the Imprisonment spell.



  •      Melroch Eitheldor @ 2003 1 1