KING
Modron (Tridrone)

Modron (Tridrone)

Construct · no Crown (Sacred)

T2d6Minor

Three-bodied sentinels, tridrones patrol borders, alerting to any deviation from perfect harmony.

Tier 2  ·  Role Minor  ·  Pool Vigor 4  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor42 x Tier, one pool. Breaks at 2, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind14--
Sense14--
Heart6--
Cunning8--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Axiomatic Sentinel

Immune to charm and fear, and cannot be surprised. Fights to the death and disintegrates into dust when destroyed.

Maneuvers

Maneuver

Alert

Sounds a grinding alarm audible within 300 ft; every modron in range converges on the intruders.

Maneuver

Formation Shield

Locks halberds with its fellows: modrons within 15 ft gain +2 AC until the start of the tridrone's next turn.

Tactics

GM tactics

Patrols in triangular formations. Sounds Alert at the first sign of chaos. Holds ground with Formation Shield while reinforcements arrive. Fights methodically, never breaks rank.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 2 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 2 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 4 total damage, and a single blow of 4 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.