Modron Pentadrone

Monster Manual (2025) p. 218

Tamaño
Grande
Tipo
construct
Alineamiento
legal neutral
CA
16
Iniciativa
2
Puntos de golpe
32 (5d10+5)
Velocidad
walk 40 ft.
Habilidades
Perception +4
Inmunidad a estados
charmed
Sentidos
truesight 120 ft.
Percepción pasiva
14
Idiomas
Modron
Desafío
2
Linaje
Modron
Entorno
planar (mechanus)
FUE
15
+2
DES
14
+2
CON
12
+1
INT
10
+0
SAB
10
+0
CAR
13
+1

Rasgos

Proficiency Bonus

+2

Disintegration

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

Acciones

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.

recharge

D5

Otros datos

description

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.

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:

1d8The Modrons Work To...
1Create a clockwork outpost to monitor the balance of obscure planar forces.
2Ensure neither side gains the upper hand in a conflict between good and evil.
3Excavate a portal to another plane.
4Find a lost contingent of modrons.
5Reactivate a titanic but lost modron device.
6Remove a forest, mountain, or city before the arrival of a modron procession.
7Seal off a planar rift or wild magic zone.
8Wage war with demons, slaadi, or chaotic Fey.

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