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Modron1

Modron2

Modron3

Modron4

Modron5

Modron6

Modron7

Modron8

Modron9

Modron10

Modron11

Quarton3

Tertians

Secundus

Modron15

Quote? You desire a quote? The One and the Prime does not give 'quotes'.

~ Primus to a record keeper of the Fraternity of Order

Summary

The Outer Places are situated by alignment and are expression of imgaination and concepts given form. In The Clockwork Nirvana of Mechanus, the plane of pure Lawful Neutrality, is the home of the Modrons. Living constructs that embody law and order in the near absolute sense, their main mission is to unravel chaos and bring order to the multiverse.

A unique feature of the Modrons is how they "evolve". Like a promotion line, whenever one dies a lower Modron will be promoted to fill the old ones rank and it continues down the line until all the vacant spots are filled up. At the top of this hierarchy stands Primus, the god-like being and absoulte ruler of the Modrons.

Power and Stats

Tier: Likely 9-B9-B9-B | At least 9-B | 9-A | At least 9-A | 8-C | High 8-C | At least High 8-C | At least Low 7-B | At least Low 7-B | At least Low 7-B | At least Low 7-B | At least Low 7-B, likely higher | At least 6-C, likely Low 6-B out of realm | At least Low 2-C, likely 2-C, up to 2-A in realm

Name: Modrons, The Clockwork God (Primus)

Origin: Dungeons and Dragons

Gender: Genderless

Age: Varies for the individuals. The race itself is thought to have existed since the plane of Mechanus was formed.

Classification: Living Constructs. Outsiders

Powers and Abilities

All previous to a higher degree. Statistics Amplification (Can temporarily increase its strength)

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Can see in all directions and in the dark), Limited Flight (Capable of levitation), Paralysis Inducement (Its gas attacks can paralyze those who breathe them in), Magic, and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Can see in all directions and in the dark), Extrasensory Perception (Can focus its senses to see things in different physical locations), Mind Manipulation, Limited Flight (Capable of levitation), Teleportation, Healing, Power Nullification (Can nullify disease and poison), Telepathy, Forcefield Creation, Magic, and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Acid Manipulation, Fire Manipulation, Ice Manipulation, Magic, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Can see in all directions and in the dark), Extrasensory Perception (Can focus its senses to see things in different physical locations. Can detect thoughts, lies, good, evil, chaos, and law), Mind Manipulation, Teleportation, Healing, Illusion Creation, Invisibility, Paralysis Inducement (Can trap people in magical spider webs), Telepathy, Forcefield Creation, Magic, Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures), and Status Effect Inducement (Can slow or stun creatures with magic). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Can see in all directions and in the dark), Extrasensory Perception (Can focus its senses to see things in different physical locations. Can detect Good and Evil), Mind Manipulation, Telekinesis, Teleportation, Flight, Telepathy, Forcefield Creation, Magic, Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures), and Statistics Amplification (Can increase its speed with haste). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Has heightened senses), Extrasensory Perception (Can focus its senses to see things in different physical locations. Can detect Magic and Thoughts), Mind Manipulation, Teleportation, Telepathy, Forcefield Creation, Magic, and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Has heightened senses), Extrasensory Perception (Can focus its senses to see things in different physical locations. Can detect Magic and Thoughts), Mind Manipulation, Teleportation, Telepathy, Flight, Forcefield Creation, Magic, and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Has heightened senses), Extrasensory Perception (Can focus its senses to see things in different physical locations. Can detect Good, Evil, and Magic), Mind Manipulation, Teleportation, Telepathy, Forcefield Creation, Magic, and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Has heightened senses), Extrasensory Perception (Can focus its senses to see things in different physical locations), Mind Manipulation, Teleportation, Telepathy, Forcefield Creation, Magic, and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Has heightened senses), Extrasensory Perception (Can focus its senses to see things in different physical locations), Mind Manipulation, Teleportation, Telepathy, Forcefield Creation, Magic, Status Effect Inducement (Can stun an enemy by hitting them with its tail), and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Longevity, Enhanced Senses (Has heightened senses), Extrasensory Perception (Can focus its senses to see things in different physical locations. Can detect Chaos, Law, and thoughts), Invisibility, Mind Manipulation, Teleportation (With both the spell and its special ability to step through spaces in the universe), Healing (Limited to self), Telepathy, Forcefield Creation, Magic, Status Effect Inducement (Can stun an enemy by slamming them), and Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures). Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Self-Sustenance (Types 1, 2, and 3), Immortality (Type 1 and 4), Mind Manipulation, Teleportation, Telepathy, Magic, BFR (Its energy blasts can send someone to another dimension if they hit), Non-Physical Interaction (Can interact with spirits, souls, intangible beings, and even conceptual or abstract creatures), Creation (Created the Spawning Stone used by the Slaadi and the Inevitables), Power Bestowal (Grants the entire modrone race their divine spells), and likely many more. Resistances to the following: Poison Manipulation, Magic, Acid Manipulation, Fire Manipulation, Ice Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Statistics Reduction, Status Effect Inducement (Limited to fatigue, exhaustion, and nausea), Death Manipulation, Necromancy, and Mind Manipulation

Attack Potency: Likely Wall level ( Capable of damaging users of Burning Hands and Searing Smite) | Wall levelWall level | At least Wall level (Far stronger than Monodrones and Duodrones) | Small Building level (Capable of damaging users of Fireball and Incineration, either of which can vaporize a person) | At least Small Building level (Far stronger than a Pentadrone) | Building level (Capable of harming those who can survive Cone of Cold) | Large Building level (Comparable to casters capable of using Freezing Sphere) | At least Large Building level (Far stronger than a Nonaton or Octon) | At least Small City level+ (Comparable to Legendary Dragons) | At least Small City level+ | At least Small City level+ (Far stronger than a Hexton or Quinton) | At least Small City level+ | At least Small City level+, likely higher (Vastly superior to previous Modrons and Legendary Dragons) | At least Island level+, likely Small Country level out of realm (Should be comparable to Imix. Considering an Epic Level monster which should put it on the same level as Zargon or Father Llymic) | At least Universe level+, likely Low Multiverse level, up to Multiverse level+ in realm (Stated as being comparable to a lesser powerand later a intermediate power, Meaning he should be superior to Demon Lords and comparable to other gods such as Lolth or Vecna. The older Primus was considered a Greater Power while in Nirvana which puts him in the same category as Shar or Gruumsh)

Speed: Likely at least Subsonic (Able to fight First level adventurers who can dodge arrows shot from incredibly close-range, can evade attacks like Burning Hands, which functions similarly to a flamethrower) | At least Subsonic | At least Subsonic | At least SubsonicHypersonic+, with High Hypersonic+ reactions (Capable of avoiding the spell Call Lightning and can tag individuals with the evasion feat). | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions | At least Hypersonic+, with High Hypersonic+ reactions when out of realm | Infinite (Comparable to gods, Archdevils, and Demon Lords)

Lifting Strength: Athletic Human (Can push an object weighing 170 kilograms) | Athletic Human (Can push an object weighing 221 kilograms) | Peak Human (Can push an object weighing 396 kilograms) | Class 1 (Can push an object weighing 521 kilograms) | Class 1 (Can push an object weighing 680 kilograms) | Peak Human (Can push an object weighing 260 kilograms | Class 1 (Can push an object weighing 680 kilograms) | Class 1 (Can push an object weighing 680 kilograms) | Class 1 (Can push an object weighing 970 kilograms) | Class 5 (Can push an object weighing just over one metric ton)  | Class 5 (Can push an object weighing 1.1 metric tons) | Class 5 (Can push an object weighing 1.5 metric tons) | Class 5 (Can push an object weighing 2.3 metric tons) | Class 5 (Can push an object weighing over 3 metric tons) | At least Class 5 (Far superior than every other Modron), likely Class K (Should be capable of grappling the Tarrasque) | Immeasurable (Should be comparable to other gods with strength of this class such as Asmodeus or Vecna)

Striking Strength: Likely Wall Class | Wall Class | Wall Class | At least Wall Class (Far stronger than Monodrones and Duodrones) | Small Building Class | At least Small Building Class | Building Class | Large Building Class | At least Large Building Class | At least Small City Class+ | At least Small City Class+ | At least Small City Class+ | At least Small City Class+ | At least Smal City Class+, likely higher | At least Island Class+ , likely Small Country Class out of realm | At least Universal+, likely Low Multiversal, up to Multiversal+ in realm

Durability: Likely Wall levelWall levelWall level | At least Wall level | Small Building Class | At least Small Building level Building level Large Building level | At least Large Building level | At least Small City level+ | At least Small City level+ | At least Small City level+ | At least Small City level+ | At least Small City level+, likely higher | At least Island level+, likely Small Country level out of realm | At least Universe level+, likely Low Multiverse level+, up to Multiversal level+ in realm

Stamina: Limitless (The Modrons do not need to eat, breathe, or sleep outside of resting for renewal of spells])

Range: Standard melee with physical attacks, hundreds of meters with crossbows | Standard melee range | Standard melee range | Standard melee with physical attacks, hundreds of meters with longbows | Standard melee with physical attacks, several meters with its gas attack | Extended melee range with physical attacks, tens of meters with spells, tens of kilometers with telepathy (Can telepathically communicate up to 67 kilometers away), Universal+ with teleportation (Can teleport anywhere in a infinite plane) | Several meters with physical attacks due to size (Has a reach of 3 meters), tens of meters with spells, hundreds of kilometers with telepathy, Universal+ with teleportation, Multiversal+ with plane shift | Several meters with physical attacks due to size, tens of meters with spells, hundreds of kilometers with telepathy, Universal+ with teleportation | Standard melee with physical attacks, tens of meters with spells, hundreds of kilometers with telepathy, Universal+ with teleportation | Several meters with physical attacks due to size, tens of meters with spells, hundreds of kilometers with telepathy, Universal+ with teleportation | Same as before | Same as before | Same as before | Several meters with physical attacks due to size, tens of meters with spells, hundreds of kilometers with telepathy, Universal+ with teleportation, Multiversal+ with plane shift | Unknown. Presumably it should have comparable or superior range than the Secundus | At least Universal+, likely Low Multiversal, up to Multiversal+ in realm. His telepathy is Universal+ (Can speak to anyone within the infinite plane of Mechanus) and his senses are Multiversal+ (Can see things across the infinite multiverse)

Intelligence: Below Average (Has an intelligence rating of 3 which falls in this range. For the most part Monodrones are only capable of handling one task at a time) | Below Average (Has an intelligence rating of 6) | Average (Has an intelligence rating of 9) | Above Average (Has an intelligence rating of 12, which falls in the "Very Intelligent" range) | Above Average (Has an intelligence rating of 12) | Above Average (Has an intelligence rating of 14 which falls into the "Highly Intelligent" range) | Above Average (Has an intelligence rating of 14) | Gifted (Has an intelligence rating of 15 which falls in the "Exceptionally Intelligent" range) | Gifted (Has an intelligence rating of 16) | Genius (Has an intelligence rating of 17, which is considered genius level) | Genius (Has an intelligence rating of 18) | At least Genius (Has an intelligence rating of 19, which is considered Supra-Genius) | At least Genius (Has an intelligence rating of 20) | Extraordinary Genius (Has an intelligence rating of 23 when 21 is considered Godlike. Beings of this level of intelligence can accurately predict an entire combat round before it happens) | Extraordinary Genius (Far smarter than any other Modron. Has the ability to link its mind to the entire Modron race and pool their intelligence together)

Weaknesses: In general the Modrons have an extreme negative reaction to beings of Chaos. With the weaker ones sometimes collapsing entirely due to chaotic influence.

Notable Attacks and Techniques

Focused Strike (Ex): Once per day, a monodrone can take an additional standard action in a round. This action must be identical to the one it just preformed. For example, a monodrone could make two melee attacks against the same target or, if a monodrone were to gain spellcasting ability, it could cast the same identical spell twice in the same round targeted on the same creature or locations (assuming it is capable of casting the spell more than once). It could not, however, move, make an attack, and then move again (as the moves do not immediately follow one another).

Single Task (Ex): Monodrones are only able to focus on a single task at a time. This tightened focus in combat translates to only being able to engage a single opponent in combat. ONce it attacks a creature, the monodrone continues fighting the same creature until destroyed, its oppoent is defeated, or it is ordered to attack another target. A monodrone cannot attack any other creatures except its target, even if they provoke attacks of opportunity.

Surge of Strength (Ex): As a swift action once per day, a durdrone can gain a +4 bonus to its Strength. This bonus lasts until the duodrone's next turn.

All-Around Vision (Ex): The sensory organs on all sides of a tridrone allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tridrone.

All-Around Vision (Ex): The sensory organs on all sides of a quadrone allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a quadrone.

Modron Leader (Ex): Quadrones are capable of giving orders to any modron of a lesser caste.

Repetitive Attack (Ex): If a quadrone makes a full-attack action against the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or preforming any other action causes the quadrone to lose this bonus.

All-Around Vision (Ex): The sensory organs on all sides of a pentadrone allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a pentadrone.

Paralysis Gas (Su): Penadrones can emit a 30-foot line of paralysis gas. Creatures caught within the area must make a DC 16 Fortitude save or be paralyzed for 2-8 rounds. The DC is Charisma-based. After a pentadrone uses its gas emitter to spray paralysis gas, it cannot use it again for levitation or paralysis gas for 5 rounds.

Levitation Gas (Su): Pentadrones possess a gas emitter that, when aimed downward, allows them to float as per a levitate spell cast by a 5th level wizard. After a pentadrone levitates in this manner, it cannot use its gas emitter to levitate or spray paralysis gas for 5 rounds.

All-Around Vision (Ex): With its four equally spaced eyes, a decaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, dimension door, heal, healing circle, remove disease, remove paralysis, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 10th-level sorcerer (save DC 12 + spell level).

Spell casting: A decaton casts divine spells as a 10th-level cleric (save DC 12 + spell level). It has access to the domains of Law, Protection, and War

Telepathy (Su): A decaton can communicate telepathically with any creature within 44 miles that has a language.

All-Around Vision (Ex): With its two equally spaced eyes, a nonaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Psionics (Su): At will — detect chaos, detect law, invisibility, plane shift. These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, detect good, detect evil, detect thoughts, dimension door, discern lie, mirror image, slow, teleport without error (self plus 50 pounds of objects only), web, and wall of force; 1/day — power word stun. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).

Spell casting: A nonaton can cast divine spells as a 12th-level cleric (save DC 12 + spell level). It has access to the domains of Law, Protection, and War

Telepathy (Su): A nonaton can communicate telepathically with any creature within 63 miles that has a language.

All-Around Vision (Ex): With its two equally spaced eyes, an octon can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, detect good, detect evil, dimension door, haste, telekinesis, teleport without error (self plus 50 pounds of objects only), wall of force, and water walk. These abilities are as the spells cast by a 14th-level sorcerer (save DC 12 + spell level).

Spell casting: An octon can cast divine spells as a 14th-level cleric (save DC 12 + spell level). It has access to the domains of Law, Protection, and War

Psionics Immunity (Ex): Immune to all psionic attacks

Telepathy (Su): An octon can communicate telepathically with any creature within 80 miles that has a language.

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 16th-level sorcerer (save DC 13 + spell level).

Spell casting: A septon casts arcane spells as a 12th-level sorcerer (save DC 13 + spell level) and divine spells as a 16th-level cleric (save DC 13 + spell level). It has access to the domains of Law, Protection, and War.

Detect Magic (Sp): This effect functions exactly like the spell, except that it is constantly in effect and has a 30-foot range. The creature can suppress this ability at will. If the effect is dispelled, the septon can reactivate it as a free action.

Detect Thoughts (Sp): This effect functions exactly like the spell, except that it is constantly in effect and has a 30-foot range. The creature can suppress this ability at will. If the effect is dispelled, the septon can reactivate it as a free action.

Psionics Immunity (Ex): Immune to all psionic attacks.

Telepathy (Su): A septon can communicate telepathically with any creature within 190 miles that has a language.

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by an 18th-level sorcerer (save DC 14 + spell level).

Spell casting: A hexton casts divine spells as an 18th-level cleric (save DC 14 + spell level). It has access to the domains of Law, Protection, and War

Psionics Immunity (Ex): Immune to all psionic attacks

Telepathy (Su): A hexton can communicate telepathically with any creature within 216 miles that has a language.

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, detect good, detect evil, detect magic, dimension door, legend lore, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).

Spell casting: A quinton casts divine spells as a 20th-level cleric (save DC 14 + spell level). It has access to the domains of Law, Protection, and War.

Psionics Immunity (Ex): Immune to all psionic attacks.

Telepathy (Su): A quinton can communicate telepathically with any creature within 238 miles that has a language.

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).

Spell casting: A quarton casts divine spells as a 20th-level cleric (save DC 15 + spell level). It has access to the domains of Law, Protection, and War

Psionics Immunity (Ex): Immune to all psionic attacks.

Telepathy (Su): A quarton can communicate telepathically with any creature within 384 miles that has a language.

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).

Spell casting: A tertian casts divine spells as a 20th-level cleric (save DC 16 + spell level) and arcane spells as a 20th level sorcerer (DC 16 + spell level). It has access to the domains of Law, Protection, and War.

Stun (Ex): Any creature hit by the tertian’s tail slap must make a successful Fortitude save (DC 24) or be stunned for 3-12 rounds.

Psionics Immunity (Ex): Immune to all psionic attacks

Telepathy (Su): A tertian can communicate telepathically with any creature within 405 miles that has a language.

Psionics (Sp): At will — detect chaos, detect law, detect thoughts, invisibility, plane shift, and suggestion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

Spell-Like Abilities: At will — clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

Spell casting: A secundus can cast divine spells as a 20th level cleric (save DC 17 + spell level) and arcane spells as a 20th-level sorcerer (DC 17 + spell level). Secundi have access to the domains of Law, Protection, and War

Stun (Ex): A creature hit by a secundus’s slam must make a successful Fortitude save (DC 26) or be stunned for 1 round in addition to taking damage.

Abundant Step (Sp): The secundus can slip magically between spaces, as though through a dimension door spell cast by a 9th-level sorcerer, once per day.

Diamond Body (Su): Immune to poison.

Leap of the Clouds: The secundus’s jumping distance is not limited by its height

Purity of Body: Immune to all diseases except magical ones.

Still Mind: A secundus gains a +2 bonus on saving throws against spells and effects from the Enchantment school.

Slow Fall: A secundus within arm’s reach of a wall can use that to slow its descent. It takes damage as though the fall were 50 feet shorter than it actually is.

Telepathy (Su): Secundi can communicate telepathically with any creature within 420 miles that has a language.

Wholeness of Body (Su): A secundus can cure its own wounds, healing up to 36 hp per day. It can spread this healing out among several uses if desired

Teleportation: In giant-form, Primus‘ hands are unseen, the right swathed in rainbow-bright lights, the left clouded in inky darkness. Those creatures struck by the light-hand must save vs. spells or be teleported to Arcadia; those struck by the left must save or be sent to Acheron.

Spell casting: Primus can cast divine spells as a 30th level cleric and arcane spells as a 25th-level sorcerer. Primus has access to the domains of Law, Protection, and War.

Telepathy (Su): Primus can communicate telepathically with any creature within the plane of Mechanus

Key: Monodrone | Duodrone | Tridrone | Quadrone | Pentadrone | Decaton | Nonaton | Octon | Septon | Hexton | Quinton | Quarton | Tertian | Secundus | Primus (out of realm) | Primus (in realm)

Note: Many of the Modrons are capable of casting spells, however, there seems to be no standard spell list. As such they've been ignored for the purposes of the profile. If needed use their given Wizard and/or Cleric level and compare to what they should be able to cast here.

Others

Notable Victories

Notable Losses

Inconclusive Matches

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