Modron (Duodrone)
Construct · no Crown (Sacred)
T1d4Minor
Dual-form overseers, duodrone coordinate tasks, their logical minds unyielding to chaos.
Tier 1 · Role Minor · Pool Vigor 2 · AC 10 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 6 | - | - |
| Cunning | 8 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Axiomatic Mind
Immune to charm and fear. Cannot be compelled to act against the hierarchy, and can perform two simple tasks at once.
Disintegration
When destroyed, disintegrates into dust.
Maneuvers
Fist Flurry
Makes two fist attacks.
Coordinated March
All monodrones within 30 ft immediately move up to 15 ft and make one attack.
Tactics
GM tactics
Commands monodrones in battle formations. Engages in melee while directing subordinates. Retreats to regroup if monodrones are destroyed.
Running it
Rules
- One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
- A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
- At 0 Vigor it is dead: 2 total damage, and a single blow of 2 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.