Adaptation PNJ AD&D2 >>> D&D3.5
05 Oct 2009 21:35 #1175
par gorux
Réponse de gorux sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
@lithoss même si c'est pas en français ça m'intéresse quand même. (peut être en MP ou bien l'adress du lien)
@Szass est ce qu'il y a une possibilité d'avoir une exploitation à la sauce "rat crevé" du return of the Modrons ?
Sinon se n'est point grave. Merci quand même.
@Szass est ce qu'il y a une possibilité d'avoir une exploitation à la sauce "rat crevé" du return of the Modrons ?
Sinon se n'est point grave. Merci quand même.
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- gorux
05 Oct 2009 22:14 #1178
par kryoss
Réponse de kryoss sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
Ah oui ! Je me suis souvent demandé s'il y avait eu une adaptation D&D 3.5 des modrons ?
Je trouve les modrons attachants et singuliers.
Je trouve les modrons attachants et singuliers.
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- kryoss
06 Oct 2009 00:58 #1181
par szass
Moi ? Azimuté ? Et alors, c'est quoi le problème bige ?
Réponse de szass sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
Une exploitation ?
Une traduction tu veux dire, ou bien le pdf en anglais ?
Pour la traduction je comptais la faire un jour, comme tous les autres articles Dragon Magazine qui parlent de Planescape d'ailleurs.
Mais là en ce moment, je suis un peu débordé.
J'ai même mis de côté les articles du Plan Astral pour m'occuper du Guide de Sigil de Lithoss le plus rapidement possible.
Mais si quelqu'un veut s'occuper des modrons, je dirai pas non !
Il fait 14 pages quand même !
Sinon y a aussi 4 pages (je crois) dans le Planewalker Handbook AD&D2. Y a juste les textes à traduire, les caractéristiques on prendra celles du Dragon Magazine.
Une traduction tu veux dire, ou bien le pdf en anglais ?
Pour la traduction je comptais la faire un jour, comme tous les autres articles Dragon Magazine qui parlent de Planescape d'ailleurs.
Mais là en ce moment, je suis un peu débordé.
J'ai même mis de côté les articles du Plan Astral pour m'occuper du Guide de Sigil de Lithoss le plus rapidement possible.
Mais si quelqu'un veut s'occuper des modrons, je dirai pas non !
Il fait 14 pages quand même !
Sinon y a aussi 4 pages (je crois) dans le Planewalker Handbook AD&D2. Y a juste les textes à traduire, les caractéristiques on prendra celles du Dragon Magazine.
Moi ? Azimuté ? Et alors, c'est quoi le problème bige ?
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06 Oct 2009 07:38 #1184
par Lithoss
Réponse de Lithoss sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
J'avoue que j'ai peu de temps en ce moment (prise de poste en septembre et campagne en cours où on joue tous les mardis et j'écris tous mes scénars à peu près).
Mais je peux transmettre les docs en anglais.
Mais je peux transmettre les docs en anglais.
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- Lithoss
06 Oct 2009 20:58 #1204
par gorux
Réponse de gorux sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
let's go
ça serait super
merci lithoss
ça serait super
merci lithoss
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- gorux
06 Oct 2009 21:46 #1208
par Lithoss
Réponse de Lithoss sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
Voilà ce que j'ai en 3.0. Pour la 3.5 faudra attendre un peu parce que je dois scanner mon dragon magazine pour ça.
Monodrone : FP ½, init +1, PV 15, CA 14 (+1 taille, +2 naturelle), 1 attaque (+0 par morsure 1D4, +0 baffe 1D3-1, +0 avec une demi-lance 1D6, +2 avec une arbalète légère 1D6/ 19-20)
Vitesse : 4 cases.
Spécial : infravision sur 18 m, résistance de 10 au froid, à l’acide et au feu, déplacement 6m, immunité aux sorts affectant l’esprit et aux critiques.
Attaque visée : une fois par jour, un monodrone peut faire une action supplémentaire, qui soit similaire à celle qu’il vient juste d’accomplir
Js : Vigueur+0, Réflexes+1, Volonté+0
Compétences : +2 en écouter, +2 en détection
Duodrones : FP1, init -1, PV 21, CA 15 (+1 taille, -1 dex, +5 naturelle), 2 attaques (+4 par griffes 1D4+1, +4 avec une demi-lance 1D8+4/x3), lancer -1 (1D8+3/x3)
Vitesse : 4 cases
Spécial : infravision sur 18 m, résistance de 10 au froid, à l’acide et au feu, immunité aux sorts affectant l’esprit et aux critiques, initiative fixe (0), combat coordonné avec allié (+4 en bonus d’attaque en tenaille)
Js : Vigueur+0, Réflexes -1, Volonté+0
Compétences : +3 en écouter, +3 en détection
Tridones : FP3 ; init +1, PV 36, CA 14 (+1dex,+3 naturelle), 3 attaque (+3 avec une lance courte 1D6+2, +2 en lançant 1D6+2)
Vitesse : 6 cases en marchant et à escaladant
Spécial : infravision sur 18 m, résistance de 10 au froid, à l’acide et au feu, immunité aux sorts affectant l’esprit et aux critiques, vision de tous les côtés.
Js : Vigueur+1, Réflexes+2, Volonté+2
Compétences : +3 en écouter, +8 en fouille, +10 en détection
Quadrones : FP 4, init +4 (initiative fixe 6), PV 45, CA 19 (+4 dex, +5 naturelle), 4 attaques (+5 en mêlée, 1D8+3 avec une épée longue) ou 2 attaques (+7, 1D8 à l’arc), ou deux attaques et vol (+5, 1D8+3 épée longue)
Vitesse : 4 cases, 6 cases en volant
Spécial : infravision sur 18 m, vision de tous les côtés, résistance de 10 au froid, à l’acide et au feu, lévitation, immunité aux sorts affectant l’esprit et aux critiques, combat coordonné avec allié (+4 aux prises en tenaille), leader modrone (peut donner des ordres à tous les modrones de castes inférieures), attaque répétitive (si un modrone effectue une attaque à outrance sur une cible, il aura un bonus de +2 pour la toucher le round suivant).
Js : Vigeur+1, Réflexes+5, Volonté+3
Compétences : +12 en écouter, +10 en fouille, +12 en détection, psychologie +11
Pentradrones : FP 5, init +2, PV 53, CA 21 (+2 dex, +9 naturelle), 5 attaques (+10 en mêlée, claques 2D6+9)
Vitesse : 6 cases
Spécial : infravision sur 18 m, vision de tous les côtés, réduction de dégâts 10/+1, résistance de 20 au froid, à l’acide et au feu, lévitation, souffle de gaz paralysant (sur 9 mètres, DD16 de vigueur, 2D4 rounds – quand il l’utilise, il ne peut plus s’en servir ni lévitation pendant 5 rounds), immunité aux sorts affectant l’esprit et aux critiques, attaque coordonnées avec alliés (+4 lors des prises en tenaille), combat aveugle, vision de tous les côtés.
Js : Vigueur+2, Réflexes+4, Volonté+6
Compétences : discrétion +11, +12 en écouter, +11 en fouille, +16 en détection, acrobatie +8
Monodrone : FP ½, init +1, PV 15, CA 14 (+1 taille, +2 naturelle), 1 attaque (+0 par morsure 1D4, +0 baffe 1D3-1, +0 avec une demi-lance 1D6, +2 avec une arbalète légère 1D6/ 19-20)
Vitesse : 4 cases.
Spécial : infravision sur 18 m, résistance de 10 au froid, à l’acide et au feu, déplacement 6m, immunité aux sorts affectant l’esprit et aux critiques.
Attaque visée : une fois par jour, un monodrone peut faire une action supplémentaire, qui soit similaire à celle qu’il vient juste d’accomplir
Js : Vigueur+0, Réflexes+1, Volonté+0
Compétences : +2 en écouter, +2 en détection
Duodrones : FP1, init -1, PV 21, CA 15 (+1 taille, -1 dex, +5 naturelle), 2 attaques (+4 par griffes 1D4+1, +4 avec une demi-lance 1D8+4/x3), lancer -1 (1D8+3/x3)
Vitesse : 4 cases
Spécial : infravision sur 18 m, résistance de 10 au froid, à l’acide et au feu, immunité aux sorts affectant l’esprit et aux critiques, initiative fixe (0), combat coordonné avec allié (+4 en bonus d’attaque en tenaille)
Js : Vigueur+0, Réflexes -1, Volonté+0
Compétences : +3 en écouter, +3 en détection
Tridones : FP3 ; init +1, PV 36, CA 14 (+1dex,+3 naturelle), 3 attaque (+3 avec une lance courte 1D6+2, +2 en lançant 1D6+2)
Vitesse : 6 cases en marchant et à escaladant
Spécial : infravision sur 18 m, résistance de 10 au froid, à l’acide et au feu, immunité aux sorts affectant l’esprit et aux critiques, vision de tous les côtés.
Js : Vigueur+1, Réflexes+2, Volonté+2
Compétences : +3 en écouter, +8 en fouille, +10 en détection
Quadrones : FP 4, init +4 (initiative fixe 6), PV 45, CA 19 (+4 dex, +5 naturelle), 4 attaques (+5 en mêlée, 1D8+3 avec une épée longue) ou 2 attaques (+7, 1D8 à l’arc), ou deux attaques et vol (+5, 1D8+3 épée longue)
Vitesse : 4 cases, 6 cases en volant
Spécial : infravision sur 18 m, vision de tous les côtés, résistance de 10 au froid, à l’acide et au feu, lévitation, immunité aux sorts affectant l’esprit et aux critiques, combat coordonné avec allié (+4 aux prises en tenaille), leader modrone (peut donner des ordres à tous les modrones de castes inférieures), attaque répétitive (si un modrone effectue une attaque à outrance sur une cible, il aura un bonus de +2 pour la toucher le round suivant).
Js : Vigeur+1, Réflexes+5, Volonté+3
Compétences : +12 en écouter, +10 en fouille, +12 en détection, psychologie +11
Pentradrones : FP 5, init +2, PV 53, CA 21 (+2 dex, +9 naturelle), 5 attaques (+10 en mêlée, claques 2D6+9)
Vitesse : 6 cases
Spécial : infravision sur 18 m, vision de tous les côtés, réduction de dégâts 10/+1, résistance de 20 au froid, à l’acide et au feu, lévitation, souffle de gaz paralysant (sur 9 mètres, DD16 de vigueur, 2D4 rounds – quand il l’utilise, il ne peut plus s’en servir ni lévitation pendant 5 rounds), immunité aux sorts affectant l’esprit et aux critiques, attaque coordonnées avec alliés (+4 lors des prises en tenaille), combat aveugle, vision de tous les côtés.
Js : Vigueur+2, Réflexes+4, Volonté+6
Compétences : discrétion +11, +12 en écouter, +11 en fouille, +16 en détection, acrobatie +8
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- Lithoss
06 Oct 2009 22:18 #1212
par kryoss
Réponse de kryoss sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
Voilà déja de quoi ravir les fans des Modrons !
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- kryoss
06 Oct 2009 22:43 #1214
par Arius
Réponse de Arius sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
en anglais
MODRON TRAITS:
---Resistance to acid 10, cold 10, and firee 10
---+2 racial bonus to Listen and Spot
---Coordinated Ally (Ex): When succeessfully aided on a skill check or attack roll by a lawful-aligned ally, they receive a +3 bonus instead of +2. Also, modrons gains a +4 bonus on attacks when flanking an opponent with a lawful-aligned ally (instead of +2).
---Fixed Initiative (Ex): A modron'ss initiative check is always equal to half its Hit Dice plus it Dexterity modifier and other modifiers (like Improved Initiative). Use this number as its initiative. It never rolls for initiative.
Decaton (Hierarch Modron)
Medium Construct (Extraplanar, Lawful)
Hit Dice: 10d10+30 (85 hp)
Initiative: 7 (fixed)
Speed: 30 ft. (6 squares), fly 10 ft. (2 squares) [poor]
Armor Class: 25 (+2 Dexterity, +13 natural), touch 12, flat-footed 23
Base Attack/Grapple: +7/+10
Attack: Tentacle +10 melee (1d6+3)
Full Attack: 10 tentacles +10 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, all-around vision, damage reduction 5/adamantine or chaotic, resistance to acid 10, cold 10, and fire 10, modron status, spell resistance 18, telepathy
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 16, Dex 15, Con --, Int 18, Wis 18, Cha 18
Skills: Concentration +10, Diplomacy +16, Gather Information +10, Knowledge (any two) +10, Listen +18, Search +12, Sense Motive +10, Spellcraft +10, Spot +18, Survival +12
Feats: Alertness, Hover, Improved Toughness, Spell Penetration
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A decaton appears as a tentacled sphere atop a pair of stumpy legs. Its ten tentacles are spaced evenly around its horizontal circumference. Above these are four eyes, also evenly spaced, and a single mouth, which is located at the very top of its body.
Decatons speak their own language, Celestial, Infernal, and the trade tongue of the planes. They receive orders from nonatons and pass them along to pentadrones.
The decatons are the lowest order of officials found in modron society. They oversee the base modrons' physical welfare and serve as the voice of the greater powers to the working class. One decaton is assigned to each of the realm's sixty-four sectors and reports directly to the sector nonaton. Each sector decaton has a personal staff consisting of 5 pentadrones, 16 quadrones, 81 tridrones, 256 duodrones, and 1,728 monodrones, all reporting to their respective superiors in this chain of command. Each of the remaining thirty-six decatons serves on the staff of one of the modron armies.
A decaton can fly by generating a gas that renders it lighter than air. Generally, it rises into the air only while commanding a modron army in the field, to get an overview of the situation.
Combat
A decaton attacks with its spell-like abilities and tentacles in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, heal (constructs only), mass repair moderate wounds, remove disease, remove paralysis, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 10th.
Spells: A decaton modron casts spells as a 10th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
All-Around Vision (Ex): With its three eyes, a decaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks and cannot be flanked.
Modron Status (Su): Because a decaton is in charge of the physical welfare of modrons, it possesses an ability to ascertain the conditions of modrons within range. A decaton has a constant status effect that applies only to modrons within range of its telepathy.
Telepathy (Su): A decaton can communicate telepathically with any creature within 44 miles that has a language.
Nonaton (Hierarch Modron)
Large Construct (Extraplanar, Lawful, Psionic)
Hit Dice: 12d10+42 (108 hp)
Initiative: 8 (fixed)
Speed: 50 ft. (10 squares)
Armor Class: 26 (-1 size, +2 Dexterity, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +9/+18
Attack: Tentacle +13 melee (1d8+5)
Full Attack: 9 tentacles +13 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psionics, spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, all-around vision, damage reduction 5/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 20, telepathy
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 20, Dex 14, Con --, Int 19, Wis 18, Cha 19
Skills: Concentration +10, Diplomacy +14, Gather Information +14, Knowledge (any two) +12, Listen +16, Search +16, Sense Motive +10, Spellcraft +10, Spot +16
Feats: Alertness, Extend Spell, Great Fortitude, Improved Counterspell, Improved Toughness
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A nonaton appears as a cylinder set vertically on three stumpy legs. Nine tentacles are spaced evenly around the middle of its body, and it has two eyes and two mouths, one of each on either side of its upper portion.
Nonatons speak their own language, Celestial, Infernal, and the trade tongue of the planes. They receive orders from octons and pass them along to decatons. These cylindrical modrons act as commissars and chief inspectors for the modron realm. One nonaton is stationed in each of the sixty-four sectors of Regulus to oversee the actions of the decaton assigned there. These nonatons report to their respective octon governors. Eight monitor the loyalties of the thirty-six decatons in the armies, and the remaining nine carry the orders of the octons to underlings throughout the realm. When required, any nonaton may also serve as additional personal staff for an octon.
Nonatons usually head the teams that investigate rogue modron reports and handle small-party invasions from other planes. In the latter case, they attempt to determine the invaders' intentions, then act accordingly.
Combat
A nonaton attacks with its tentacles, psionics, and spell-like abilities in combat.
Psi-Like Abilities (Sp): At will---aura sight, cloud mind, psionic plane shift. Manifester level 15th.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, detect thoughts, discern lie, mirror image, slow, greater teleport (self plus 50 pounds of objects only), web, and wall of force; 1/day---power word stun. Caster level 12th.
Spells: A nonaton modron casts spells as a 12th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a nonaton modron, meaning that the creature does not need a divine focus to cast them.
All-Around Vision (Ex): With its three eyes, a nonaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks and cannot be flanked.
Telepathy (Su): A nonaton can communicate telepathically with any creature within 63 miles that has a language.
Octon (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 14d10+44 (121 hp)
Initiative: 10 (fixed)
Speed: 30 ft. (6 squares), fly 30 ft. (6 squares) [good], swim 30 ft. (6 squares)
Armor Class: 27 (-1 size, +3 Dexterity, +15 natural), touch 12, flat-footed 24
Base Attack/Grapple: +10/+20
Attack: Tentacle +15 melee (1d8+6)
Full Attack: 8 tentacles +15 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, all-around vision, damage reduction 10/adamantine or chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy
Saves: Fort +6, Ref +7, Will +9
Abilities: Str 22, Dex 16, Con --, Int 20, Wis 20, Cha 19
Skills: Concentration +14, Diplomacy +19, Gather Information +18, Intimidate +18, Knowledge +16 (any two), Listen +18, Search +18, Sense Motive +16, Spellcraft +14, Spot +18,
Swim +13
Feats: Alertness, Extend Spell, Great Fortitude, Improved Counterspell, Improved Toughness
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
An octon is a torpedolike creature with two eyes and two mouths, one of each on either side of its pointed head. The creature appears to be wearing a large collar at shoulder level, but this is actually part of its body. Its eight identical tentacle-arms are placed evenly around the collar's circumference. An octon can move through air or water by forcing either substance through its collar to provide lift and propulsion, as well as significant maneuverability.
Octons speak the modron tongue, plus Auran, Celestial, Infernal, and the trade tongue of the planes. They take orders from septons and pass them along to nonatons.
Each octon governs one of the sixty-four sectors of Regulus and can request aid from the regional army as needed. The lesser modrons of each cogwheel are wards of the octons, who guard their sectors quite rigidly and see that regulations are obeyed, routine is observed, and reports are correct. When required, these same octons may leave their sectors to serve the septons directly.
Each octon has a personal staff of one nonaton, who in turn commands one decaton, who controls a staff of base modrons as noted in its description (above). These forces maintain and guard the sector towers where the octons live. When required, an octon can command one or more additional nonatons into service as personal staff.
Combat
An octon attacks with its spell-like abilities and tentacles.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, detect good, detect evil, haste, telekinesis, greater teleport (self plus 50 pounds of objects only), wall of force, and water walk. Caster level 13th.
Spells: An octon modron casts spells as a 13th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
All-Around Vision (Ex): With its three eyes, a octon can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks and cannot be flanked.
Telepathy (Su): An octon can communicate telepathically with any creature within 80 miles that has a language.
Septon (Hierarch Modron)
Medium Construct (Extraplanar, Lawful)
Hit Dice: 16d10+36 (124 hp)
Initiative: 11 (fixed)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armor Class: 29 (+4 Dexterity, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +12/+15
Attack: Slam +15 melee (1d6+3) or longsword +15 melee (1d8+3, longsword)
Full Attack: 7 slams +15 melee (1d6+3) or longswords +11 melee (1d8+3, longsword) and 6 longswords +11 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, detect magic, detect thoughts, damage reduction 10/adamantine or chaotic, resistance to acid 10, cold 10, and fire 10, item mastery, spell resistance 24, telepathy
Saves: Fort +7, Ref +9, Will +10
Abilities: Str 16, Dex 18, Con --, Int 22, Wis 20, Cha 21
Skills: Concentration +20, Diplomacy +21, Gather Information +25, Knowledge (any two) +20, Listen +25, Search +28, Sense Motive +19, Spellcraft +20, Spot +25, Swim +13
Feats: Alertness, Craft Staff , Craft Wand , Craft Wondrous Item , Extend Spell, Forge Ring , Great Fortitude, Improved Toughness, Investigator, Multiweapon Fighting, Scribe Scroll
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A septon appears as a humanoid with a large, bald head. Like an octon, it has a shoulder collar, though that of the septon is smaller, supporting only seven identical arms. This collar enables the creature to move underwater, but not through air. A septon has two eyes, one nose, and one mouth, all placed on the same side of its head. However, it has seven senses, all of which operate continuously: hearing, sight, smell, taste, touch, detect thoughts, and detect magic.
Septons speak the modron language, Auran, Celestial, Infernal, and the trade tongue of the planes. They receive their orders from hextons and pass them along to octons.
Septons maintain order and see that all regulations are obeyed. They travel from place to place in Regulus, inspecting structures, examining work and records, and transferring information from outlying areas to the towers of the quartons, secundi, and Primus itself.
In addition to these duties, one septon directly serves each hexton, and others may also be attached to a hexton's staff as needed. When a septon requires a personal guard, it can command one or more octons to accompany it on its travels.
Combat
A septon attacks with its spells, spell-like abilities, and claws in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 14th.
Spells: A septon modron casts spells as a 14th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Detect Magic (Su): 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 (Su): 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.
Item Mastery (Ex): Septons can use any magic items, even spell completion items such as wands and scrolls.
Telepathy (Su): A septon can communicate telepathically with any creature within 190 miles that has a language.
Hexton (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 18d10+48 (147 hp)
Initiative: 12 (fixed)
Speed: 30 ft. (6 squares), fly 30 ft. (6 squares) [average]
Armor Class: 30 (-1 size, +3 Dexterity, +18 natural), touch 12, flat-footed 27
Base Attack/Grapple: +13/+25
Attack: Slam +20 melee (2d6+8)
Full Attack: 2 slams +20 melee (2d6+8), 4 claws +17 melee (2d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, repetitive attack
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, linked mind, damage reduction 10/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy
Saves: Fort +8, Ref +9, Will +13
Abilities: Str 26, Dex 17, Con --, Int 24, Wis 23, Cha 22
Skills: Concentration +17, Diplomacy +25, Gather Information +22, Intimidate +25, Knowledge (any two) +24, Listen +27, Search +24, Sense Motive +22, Spellcraft +24, Spot +27
Feats: Alertness, Extend Spell, Great Fortitude, Improved Counterspell, Improved Toughness, Multiattack, Power Attack
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or with guard (12-48 pentadrones)
Challenge Rating: 14
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A hexton appears as a humanoid with six arms-two large human arms, each ending in a hand with six fingers, plus four tentacles tipped with sharp claws. From its back sprouts a pair of thin, fanlike wings.
Hextons speak the modron language, plus Auran, Celestial, Infernal, and the trade tongue of the planes. They receive their orders from quintons and pass them along to septons.
Each hexton serves as the general of one of the thirty-six modron armies. One of these armies is attached to each of the sixteen sectors, two serve each of the four secundi, three serve the tertians, and the remaining nine are at the disposal of Primus itself. (Of course, the hextons are unaware of the existence of the hierarchs whom their armies ultimately serve.) Some of the hexton generals also have additional tasks-for example, one serves on the personal staff of each of the twenty-five quintons. Hextons undoubtedly handle additional duties as well, though no one has ever logged all of their posts.
There is a 75% chance that any hexton is accompanied by a personal guard consisting of one septon, two octons, three nonatons, five decatons, and twenty-five pentadrones, all fanatic in their dedication.
Combat
A hexton attacks with its spells, spell-like abilities, fists, and claws in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 15th.
Spells: A hexton modron casts spells as a 15th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Repetitive Attack (Ex): If a hexton makes a full-attack actin aganst the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the hexton to lose this bonus.
Linked Minds (Ex): As generals of modron armies, it is up to the hextons to keep order and maintain control during battle. As such, hextons possess the ability to link all the minds of the modrons he leads (or is led by) to perform more efficiently when conflict is inevitable. All modrons within range of the hexton's telepathy are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No modron in the group is considered flanked unless all of them are. This ability is ineffective if there're no modrons within range.
Telepathy (Su): A hexton can communicate telepathically with any creature within 216 miles that has a language.
Quinton (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 21d10+51 (166 hp)
Initiative: 13 (fixed)
Speed: 20 ft. (4 squares), fly 20 ft. (4 squares) [average]
Armor Class: 31 (-1 size, +3 Dexterity, +19 natural), touch 12, flat-footed 28
Base Attack/Grapple: +15/+28
Attack: Slam +23 melee (2d6+9/19-20) or Large longsword (2d6+9)
Full Attack: 4 slams +23 melee (2d6+9/19-20), tail slap +19 melee (2d6+9) or Large longswords +19 melee (2d6+9/17-20) and 4 Large longswords +19 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, damage reduction 10/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 27, telepathy
Saves: Fort +9, Ref +10, Will +14
Abilities: Str 29, Dex 17, Con --, Int 26, Wis 23, Cha 22
Skills: Concentration +21, Diplomacy +29, Gather Information +27, Knowledge (any three) +32, Listen +32, Search +29, Sense Motive +28, Spellcraft +29, Spot +32
Feats: Alertness, Empower Spell, Extend Spell, Great Fortitude, Improved Critical (longsword), Improved Toughness, Multiweapon Fighting, Widen Spell
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A quinton is a tall, stocky humanoid with four flexible arms jutting out from its shoulders and a prehensile tail that serves as a fifth arm. Each of its five arms ends in a five-fingered hand. From its back sprouts a pair of fanlike wings, similar to those of a hexton. A diamond inscribed in the quinton's forehead serves as a symbol of rank.
Quintons speak the modron tongue, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They receive orders from quartons and pass them along to hextons.
The quintons are the bureau chiefs and recordkeepers of Mechanus. Each quinton heads a separate bureau---there is one bureau in each of the regional and quarter towers, plus five in Primus's tower. Each quinton has one hexton assistant, who in turn can put additional lower-ranked modrons at its supervisor's disposal.
Combat
A quinton attacks with its spells, spell-like abilities, and fists in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, detect evil, detect good, detect magic, legend lore, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 16th.
Spells: A quinton modron casts spells as a 16th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Telepathy (Su): A quinton can communicate telepathically with any creature within 238 miles that has a language.
Quarton (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 23d10+53 (179 hp)
Initiative: 15 (fixed)
Speed: 30 ft. (6 squares), fly 90 ft. (18 squares) [good]
Armor Class: 34 (-1 size, +4 Dexterity, +21 natural), touch 13, flat-footed 30
Base Attack/Grapple: +17/+32
Attack: Large longsword +27 melee (2d6+11)
Full Attack: Large longsword +23 melee (2d6+11) and 3 Large longswords +23 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, damage reduction 15/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 29, telepathy
Saves: Fort +9, Ref +11, Will +14
Abilities: Str 32, Dex 19, Con --, Int 27, Wis 24, Cha 24
Skills: Concentration +23, Diplomacy +32, Gather Information +30, Intimidate +14, Knowledge (any three) +31, Listen +34, Search +31, Sense Motive +30, Spellcraft +31, Spot +34
Feats: Alertness, Empower Spell, Extend Spell, Great Fortitude, Improved Toughness, Multiweapon Fighting, Power Attack, Spell Penetration
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or with guard (36 pentadrones)
Challenge Rating: 17
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A quarton is a 12-foot-tall humanoid with four jointed arms. A pair of large, fanlike wings sprouts from its back.
Quartons speak the modron language, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They take orders from tertians and relay them to quintons.
Each quarton administers one of the sixteen sectors of the modron realm. It oversees the operation of the bureau, governors, and army attached to its regions.
Each quarton has a personal staff consisting of the quinton and all the lower-ranked hierarchs assigned to its region, plus thirty-six pentadrones that act as a personal guard unit.
Combat
A quarton attacks with its spells, spell-like abilities, and fists in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 17th.
Spells: A quarton modron casts spells as a 17th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Telepathy (Su): A quarton can communicate telepathically with any creature within 384 miles that has a language.
Tertian (Hierarch Modron) *Official
Large Construct (Extraplanar, Lawful)
Hit Dice: 26d10+30 (199 hp)
Initiative: +18 [fixed]
Speed: 30 ft. (6 squares)
Armor Class: 39 (-1 size, +5 Dexterity, +24 natural), touch 14, flat-footed 34
Base Attack/Grapple: +19/+36
Attack:* Tail slap +27 melee (4d6+22 plus stunning blow)
Full Attack:* Tail slap +27 melee (4d6+22 plus stunning blow), 2 slams +25 melee (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, stun
Special Qualities: Construct traits, damage reduction 15/adamantine and chaotic, fixed initiative, resistance to acid 10, cold 10, and fire 10, spell resistance 31, telepathy
Saves: Fort +10, Ref +13, Will +17
Abilities: Str 36, Dex 21, Con --, Int 30, Wis 28, Cha 26
Skills: Concentration +29, Diplomacy +41, Gather Information +37, Intimidate +37, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (the planes) +39, Listen +40, Search +39, Sense Motive +38, Spellcraft +43, Spot +40
Feats: Cleave, Empower Spell, Extend Spell, Great Fortitude, Improved Toughness, Maximize Spell, Multiattack, Power Attack, Quicken Spell-Like Ability (wall of force)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
*5-point Power Attack
A tertian looks like a 12-foot-tall human with horns jutting from the sides of its bald head. As a third "arm," it has a long, prehensile tail that ends in a macelike ball.
Tertians speak the modron tongue, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They accept orders from the secundi, to whom they all report, and relay them to quartons.
Trial, judgment, and sentencing of all creatures in the modron realm is the province of the nine tertians, who hear all cases involving crimes against the rigid orthodoxy of Regulus. Rogue modrons trials make up the bulk of their caseload.
To the bulk of the modron population, the tertians are alien and unfamiliar creatures-the ultimate impartial judges. A duodrone accused of a crime might possibly imagine (if it can imagine at all) the tertian to be some incomprehensible manifestation of the supreme logic-a "super-tridrone," so to speak.
The tertians have a total of three armies at their disposal for use in law enforcement. In addition, these hierarchs supervise the quartons, and two tertians directly serve each of the four secundi.
Combat
A tertian attacks with its spells, spell-like abilities, fists, and tail in combat.
Fixed Initiative (Ex): Modrons have a limited form of prescience that governs when they take action in a conflict, and they never waver from this schedule. As a result, a modron's initiative check is always equal to half its Hit Dice, modified by its Dexterity modifier. When combat begins, a modron uses this number as its initiative---it never rolls an initiative check.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command (DC 19), greater teleport (self plus 50 pounds of objects only), wall of force. Caster level 19th.
Spells: A tertian modron casts spells as a 19th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a tertian modron, meaning that the creature does not need a divine focus to cast them.
Stunning Blow (Ex): A creature struck by a tertian's tail slam must make a DC 36 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.
Telepathy (Su): A tertian can communicate telepathically with any creature within 405 miles that has a language.
Secundus (Hierarch Modron)
Large Construct (Extraplanar, Lawful, Psionic)
Hit Dice: 30d10+60 (225 hp)
Initiative: 21 (fixed)
Speed: 70 ft. (14 squares), fly 50 ft. (10 squares) [good]
Armor Class: 50 (-1 size, +4 Dexterity, +25 natural, +10 Wisdom, +2 monk), touch 22, flat-footed 46
Base Attack/Grapple: +22/+40
Attack: Unarmed strike +30 (4d6+19 plus stunning blow)
Full Attack: Unarmed strike +30/+30/+30/+25/+20/+15 melee (4d6+19 plus stunning blow)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psionics, spell-like abilities, spells, greater flurry, unarmed strike, ki strike (magic, lawful), stunning attack (DC 35)
Special Qualities: Construct traits, abundant step, damage reduction 15/adamantine and chaotic and epic, fast movement, diamond body, improved evasion, purity of body,
resistance to acid 10, cold 10, and fire 10, spell resistance 35, still mind, slow fall (60 ft.), wholeness of body (26 hp), diamond soul, telepathy
Saves: Fort +12, Ref +16, Will +20
Abilities: Str 38, Dex 22, Con --, Int 33, Wis 30, Cha 28
Skills: Balance +10, Concentration +33, Diplomacy +46, Gather Information +42, Intimidate +42, Jump +34, Knowledge (any three) +44, Listen +45, Search +44, Sense Motive +43, Spellcraft +44, Spot +45, Tumble +39
Feats: Cleave, Combat Reflexes , Empower Spell, Extend Spell, Great Cleave, Great Fortitude, Improved Counterspell, Improved Grapple , Improved Natural Attack (unarmed strike), Improved Trip , Improved Toughness, Improved Unarmed Strike , Maximize Spell, Power Attack, Quicken Spell-Like Ability (wall of force)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
*5-point Power Attack
A secundus appears as an incredibly thin, tall humanoid with a long, narrow face and deep-set eyes. Though it has no class levels, it has all the class features of a 13th-level monk.
Secundi speak their own language, plus Abyssal, Auran, Celestial, Infernal, Sylvan, and the trade tongue of the planes. They take orders only from Primus itself and relay those to the tertians.
The four secundi serve as viceroys of the quarters. These powerful beings are the virtual rulers of Mechanus, reporting only to Primus. Each secundus has a staff of two tertians, who in turn command other hierarchs.
The secundi live in great towered cities near the centers of their quarters and always work in harmony with one another. When Primus dies, one of the secundi is promoted to take its place.
Combat
A secundus attacks using its fists, spells, spell-like abilities, and psionics in combat.
Psi-Like Abilities: At will---aura sight, cloud mind, psionic plane shift, psionic suggestion, and read thoughts. Manifester level 20th.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 20th.
Spells: A secundus modron casts spells as a 20th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a tertian modron, meaning that the creature does not need a divine focus to cast them.
Stunning Blow (Ex): A creature struck by a secundus' unarmed strike must make a DC 39 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.
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.
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 60 feet shorter than it actually is.
Wholeness of Body (Su): A secundus can cure its own wounds, healing up to 26 hp per day. It can spread this healing out among several uses if desired.
Telepathy (Su): Secundi can communicate telepathically with any creature within 420 miles that has a language.
MODRON TRAITS:
---Resistance to acid 10, cold 10, and firee 10
---+2 racial bonus to Listen and Spot
---Coordinated Ally (Ex): When succeessfully aided on a skill check or attack roll by a lawful-aligned ally, they receive a +3 bonus instead of +2. Also, modrons gains a +4 bonus on attacks when flanking an opponent with a lawful-aligned ally (instead of +2).
---Fixed Initiative (Ex): A modron'ss initiative check is always equal to half its Hit Dice plus it Dexterity modifier and other modifiers (like Improved Initiative). Use this number as its initiative. It never rolls for initiative.
Decaton (Hierarch Modron)
Medium Construct (Extraplanar, Lawful)
Hit Dice: 10d10+30 (85 hp)
Initiative: 7 (fixed)
Speed: 30 ft. (6 squares), fly 10 ft. (2 squares) [poor]
Armor Class: 25 (+2 Dexterity, +13 natural), touch 12, flat-footed 23
Base Attack/Grapple: +7/+10
Attack: Tentacle +10 melee (1d6+3)
Full Attack: 10 tentacles +10 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, all-around vision, damage reduction 5/adamantine or chaotic, resistance to acid 10, cold 10, and fire 10, modron status, spell resistance 18, telepathy
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 16, Dex 15, Con --, Int 18, Wis 18, Cha 18
Skills: Concentration +10, Diplomacy +16, Gather Information +10, Knowledge (any two) +10, Listen +18, Search +12, Sense Motive +10, Spellcraft +10, Spot +18, Survival +12
Feats: Alertness, Hover, Improved Toughness, Spell Penetration
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A decaton appears as a tentacled sphere atop a pair of stumpy legs. Its ten tentacles are spaced evenly around its horizontal circumference. Above these are four eyes, also evenly spaced, and a single mouth, which is located at the very top of its body.
Decatons speak their own language, Celestial, Infernal, and the trade tongue of the planes. They receive orders from nonatons and pass them along to pentadrones.
The decatons are the lowest order of officials found in modron society. They oversee the base modrons' physical welfare and serve as the voice of the greater powers to the working class. One decaton is assigned to each of the realm's sixty-four sectors and reports directly to the sector nonaton. Each sector decaton has a personal staff consisting of 5 pentadrones, 16 quadrones, 81 tridrones, 256 duodrones, and 1,728 monodrones, all reporting to their respective superiors in this chain of command. Each of the remaining thirty-six decatons serves on the staff of one of the modron armies.
A decaton can fly by generating a gas that renders it lighter than air. Generally, it rises into the air only while commanding a modron army in the field, to get an overview of the situation.
Combat
A decaton attacks with its spell-like abilities and tentacles in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, heal (constructs only), mass repair moderate wounds, remove disease, remove paralysis, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 10th.
Spells: A decaton modron casts spells as a 10th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
All-Around Vision (Ex): With its three eyes, a decaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks and cannot be flanked.
Modron Status (Su): Because a decaton is in charge of the physical welfare of modrons, it possesses an ability to ascertain the conditions of modrons within range. A decaton has a constant status effect that applies only to modrons within range of its telepathy.
Telepathy (Su): A decaton can communicate telepathically with any creature within 44 miles that has a language.
Nonaton (Hierarch Modron)
Large Construct (Extraplanar, Lawful, Psionic)
Hit Dice: 12d10+42 (108 hp)
Initiative: 8 (fixed)
Speed: 50 ft. (10 squares)
Armor Class: 26 (-1 size, +2 Dexterity, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +9/+18
Attack: Tentacle +13 melee (1d8+5)
Full Attack: 9 tentacles +13 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psionics, spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, all-around vision, damage reduction 5/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 20, telepathy
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 20, Dex 14, Con --, Int 19, Wis 18, Cha 19
Skills: Concentration +10, Diplomacy +14, Gather Information +14, Knowledge (any two) +12, Listen +16, Search +16, Sense Motive +10, Spellcraft +10, Spot +16
Feats: Alertness, Extend Spell, Great Fortitude, Improved Counterspell, Improved Toughness
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A nonaton appears as a cylinder set vertically on three stumpy legs. Nine tentacles are spaced evenly around the middle of its body, and it has two eyes and two mouths, one of each on either side of its upper portion.
Nonatons speak their own language, Celestial, Infernal, and the trade tongue of the planes. They receive orders from octons and pass them along to decatons. These cylindrical modrons act as commissars and chief inspectors for the modron realm. One nonaton is stationed in each of the sixty-four sectors of Regulus to oversee the actions of the decaton assigned there. These nonatons report to their respective octon governors. Eight monitor the loyalties of the thirty-six decatons in the armies, and the remaining nine carry the orders of the octons to underlings throughout the realm. When required, any nonaton may also serve as additional personal staff for an octon.
Nonatons usually head the teams that investigate rogue modron reports and handle small-party invasions from other planes. In the latter case, they attempt to determine the invaders' intentions, then act accordingly.
Combat
A nonaton attacks with its tentacles, psionics, and spell-like abilities in combat.
Psi-Like Abilities (Sp): At will---aura sight, cloud mind, psionic plane shift. Manifester level 15th.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, detect thoughts, discern lie, mirror image, slow, greater teleport (self plus 50 pounds of objects only), web, and wall of force; 1/day---power word stun. Caster level 12th.
Spells: A nonaton modron casts spells as a 12th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a nonaton modron, meaning that the creature does not need a divine focus to cast them.
All-Around Vision (Ex): With its three eyes, a nonaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks and cannot be flanked.
Telepathy (Su): A nonaton can communicate telepathically with any creature within 63 miles that has a language.
Octon (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 14d10+44 (121 hp)
Initiative: 10 (fixed)
Speed: 30 ft. (6 squares), fly 30 ft. (6 squares) [good], swim 30 ft. (6 squares)
Armor Class: 27 (-1 size, +3 Dexterity, +15 natural), touch 12, flat-footed 24
Base Attack/Grapple: +10/+20
Attack: Tentacle +15 melee (1d8+6)
Full Attack: 8 tentacles +15 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, all-around vision, damage reduction 10/adamantine or chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy
Saves: Fort +6, Ref +7, Will +9
Abilities: Str 22, Dex 16, Con --, Int 20, Wis 20, Cha 19
Skills: Concentration +14, Diplomacy +19, Gather Information +18, Intimidate +18, Knowledge +16 (any two), Listen +18, Search +18, Sense Motive +16, Spellcraft +14, Spot +18,
Swim +13
Feats: Alertness, Extend Spell, Great Fortitude, Improved Counterspell, Improved Toughness
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
An octon is a torpedolike creature with two eyes and two mouths, one of each on either side of its pointed head. The creature appears to be wearing a large collar at shoulder level, but this is actually part of its body. Its eight identical tentacle-arms are placed evenly around the collar's circumference. An octon can move through air or water by forcing either substance through its collar to provide lift and propulsion, as well as significant maneuverability.
Octons speak the modron tongue, plus Auran, Celestial, Infernal, and the trade tongue of the planes. They take orders from septons and pass them along to nonatons.
Each octon governs one of the sixty-four sectors of Regulus and can request aid from the regional army as needed. The lesser modrons of each cogwheel are wards of the octons, who guard their sectors quite rigidly and see that regulations are obeyed, routine is observed, and reports are correct. When required, these same octons may leave their sectors to serve the septons directly.
Each octon has a personal staff of one nonaton, who in turn commands one decaton, who controls a staff of base modrons as noted in its description (above). These forces maintain and guard the sector towers where the octons live. When required, an octon can command one or more additional nonatons into service as personal staff.
Combat
An octon attacks with its spell-like abilities and tentacles.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, detect good, detect evil, haste, telekinesis, greater teleport (self plus 50 pounds of objects only), wall of force, and water walk. Caster level 13th.
Spells: An octon modron casts spells as a 13th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
All-Around Vision (Ex): With its three eyes, a octon can see in all directions at once. Because of this, it gains a +4 racial bonus on Search and Spot checks and cannot be flanked.
Telepathy (Su): An octon can communicate telepathically with any creature within 80 miles that has a language.
Septon (Hierarch Modron)
Medium Construct (Extraplanar, Lawful)
Hit Dice: 16d10+36 (124 hp)
Initiative: 11 (fixed)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armor Class: 29 (+4 Dexterity, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +12/+15
Attack: Slam +15 melee (1d6+3) or longsword +15 melee (1d8+3, longsword)
Full Attack: 7 slams +15 melee (1d6+3) or longswords +11 melee (1d8+3, longsword) and 6 longswords +11 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, detect magic, detect thoughts, damage reduction 10/adamantine or chaotic, resistance to acid 10, cold 10, and fire 10, item mastery, spell resistance 24, telepathy
Saves: Fort +7, Ref +9, Will +10
Abilities: Str 16, Dex 18, Con --, Int 22, Wis 20, Cha 21
Skills: Concentration +20, Diplomacy +21, Gather Information +25, Knowledge (any two) +20, Listen +25, Search +28, Sense Motive +19, Spellcraft +20, Spot +25, Swim +13
Feats: Alertness, Craft Staff , Craft Wand , Craft Wondrous Item , Extend Spell, Forge Ring , Great Fortitude, Improved Toughness, Investigator, Multiweapon Fighting, Scribe Scroll
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A septon appears as a humanoid with a large, bald head. Like an octon, it has a shoulder collar, though that of the septon is smaller, supporting only seven identical arms. This collar enables the creature to move underwater, but not through air. A septon has two eyes, one nose, and one mouth, all placed on the same side of its head. However, it has seven senses, all of which operate continuously: hearing, sight, smell, taste, touch, detect thoughts, and detect magic.
Septons speak the modron language, Auran, Celestial, Infernal, and the trade tongue of the planes. They receive their orders from hextons and pass them along to octons.
Septons maintain order and see that all regulations are obeyed. They travel from place to place in Regulus, inspecting structures, examining work and records, and transferring information from outlying areas to the towers of the quartons, secundi, and Primus itself.
In addition to these duties, one septon directly serves each hexton, and others may also be attached to a hexton's staff as needed. When a septon requires a personal guard, it can command one or more octons to accompany it on its travels.
Combat
A septon attacks with its spells, spell-like abilities, and claws in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 14th.
Spells: A septon modron casts spells as a 14th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Detect Magic (Su): 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 (Su): 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.
Item Mastery (Ex): Septons can use any magic items, even spell completion items such as wands and scrolls.
Telepathy (Su): A septon can communicate telepathically with any creature within 190 miles that has a language.
Hexton (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 18d10+48 (147 hp)
Initiative: 12 (fixed)
Speed: 30 ft. (6 squares), fly 30 ft. (6 squares) [average]
Armor Class: 30 (-1 size, +3 Dexterity, +18 natural), touch 12, flat-footed 27
Base Attack/Grapple: +13/+25
Attack: Slam +20 melee (2d6+8)
Full Attack: 2 slams +20 melee (2d6+8), 4 claws +17 melee (2d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, repetitive attack
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, linked mind, damage reduction 10/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy
Saves: Fort +8, Ref +9, Will +13
Abilities: Str 26, Dex 17, Con --, Int 24, Wis 23, Cha 22
Skills: Concentration +17, Diplomacy +25, Gather Information +22, Intimidate +25, Knowledge (any two) +24, Listen +27, Search +24, Sense Motive +22, Spellcraft +24, Spot +27
Feats: Alertness, Extend Spell, Great Fortitude, Improved Counterspell, Improved Toughness, Multiattack, Power Attack
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or with guard (12-48 pentadrones)
Challenge Rating: 14
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A hexton appears as a humanoid with six arms-two large human arms, each ending in a hand with six fingers, plus four tentacles tipped with sharp claws. From its back sprouts a pair of thin, fanlike wings.
Hextons speak the modron language, plus Auran, Celestial, Infernal, and the trade tongue of the planes. They receive their orders from quintons and pass them along to septons.
Each hexton serves as the general of one of the thirty-six modron armies. One of these armies is attached to each of the sixteen sectors, two serve each of the four secundi, three serve the tertians, and the remaining nine are at the disposal of Primus itself. (Of course, the hextons are unaware of the existence of the hierarchs whom their armies ultimately serve.) Some of the hexton generals also have additional tasks-for example, one serves on the personal staff of each of the twenty-five quintons. Hextons undoubtedly handle additional duties as well, though no one has ever logged all of their posts.
There is a 75% chance that any hexton is accompanied by a personal guard consisting of one septon, two octons, three nonatons, five decatons, and twenty-five pentadrones, all fanatic in their dedication.
Combat
A hexton attacks with its spells, spell-like abilities, fists, and claws in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 15th.
Spells: A hexton modron casts spells as a 15th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Repetitive Attack (Ex): If a hexton makes a full-attack actin aganst the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the hexton to lose this bonus.
Linked Minds (Ex): As generals of modron armies, it is up to the hextons to keep order and maintain control during battle. As such, hextons possess the ability to link all the minds of the modrons he leads (or is led by) to perform more efficiently when conflict is inevitable. All modrons within range of the hexton's telepathy are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No modron in the group is considered flanked unless all of them are. This ability is ineffective if there're no modrons within range.
Telepathy (Su): A hexton can communicate telepathically with any creature within 216 miles that has a language.
Quinton (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 21d10+51 (166 hp)
Initiative: 13 (fixed)
Speed: 20 ft. (4 squares), fly 20 ft. (4 squares) [average]
Armor Class: 31 (-1 size, +3 Dexterity, +19 natural), touch 12, flat-footed 28
Base Attack/Grapple: +15/+28
Attack: Slam +23 melee (2d6+9/19-20) or Large longsword (2d6+9)
Full Attack: 4 slams +23 melee (2d6+9/19-20), tail slap +19 melee (2d6+9) or Large longswords +19 melee (2d6+9/17-20) and 4 Large longswords +19 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, damage reduction 10/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 27, telepathy
Saves: Fort +9, Ref +10, Will +14
Abilities: Str 29, Dex 17, Con --, Int 26, Wis 23, Cha 22
Skills: Concentration +21, Diplomacy +29, Gather Information +27, Knowledge (any three) +32, Listen +32, Search +29, Sense Motive +28, Spellcraft +29, Spot +32
Feats: Alertness, Empower Spell, Extend Spell, Great Fortitude, Improved Critical (longsword), Improved Toughness, Multiweapon Fighting, Widen Spell
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A quinton is a tall, stocky humanoid with four flexible arms jutting out from its shoulders and a prehensile tail that serves as a fifth arm. Each of its five arms ends in a five-fingered hand. From its back sprouts a pair of fanlike wings, similar to those of a hexton. A diamond inscribed in the quinton's forehead serves as a symbol of rank.
Quintons speak the modron tongue, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They receive orders from quartons and pass them along to hextons.
The quintons are the bureau chiefs and recordkeepers of Mechanus. Each quinton heads a separate bureau---there is one bureau in each of the regional and quarter towers, plus five in Primus's tower. Each quinton has one hexton assistant, who in turn can put additional lower-ranked modrons at its supervisor's disposal.
Combat
A quinton attacks with its spells, spell-like abilities, and fists in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, detect evil, detect good, detect magic, legend lore, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 16th.
Spells: A quinton modron casts spells as a 16th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Telepathy (Su): A quinton can communicate telepathically with any creature within 238 miles that has a language.
Quarton (Hierarch Modron)
Large Construct (Lawful, Extraplanar)
Hit Dice: 23d10+53 (179 hp)
Initiative: 15 (fixed)
Speed: 30 ft. (6 squares), fly 90 ft. (18 squares) [good]
Armor Class: 34 (-1 size, +4 Dexterity, +21 natural), touch 13, flat-footed 30
Base Attack/Grapple: +17/+32
Attack: Large longsword +27 melee (2d6+11)
Full Attack: Large longsword +23 melee (2d6+11) and 3 Large longswords +23 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, construct traits, fixed initiative, coordinated ally, damage reduction 15/adamantine and chaotic, resistance to acid 10, cold 10, and fire 10, spell resistance 29, telepathy
Saves: Fort +9, Ref +11, Will +14
Abilities: Str 32, Dex 19, Con --, Int 27, Wis 24, Cha 24
Skills: Concentration +23, Diplomacy +32, Gather Information +30, Intimidate +14, Knowledge (any three) +31, Listen +34, Search +31, Sense Motive +30, Spellcraft +31, Spot +34
Feats: Alertness, Empower Spell, Extend Spell, Great Fortitude, Improved Toughness, Multiweapon Fighting, Power Attack, Spell Penetration
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary or with guard (36 pentadrones)
Challenge Rating: 17
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A quarton is a 12-foot-tall humanoid with four jointed arms. A pair of large, fanlike wings sprouts from its back.
Quartons speak the modron language, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They take orders from tertians and relay them to quintons.
Each quarton administers one of the sixteen sectors of the modron realm. It oversees the operation of the bureau, governors, and army attached to its regions.
Each quarton has a personal staff consisting of the quinton and all the lower-ranked hierarchs assigned to its region, plus thirty-six pentadrones that act as a personal guard unit.
Combat
A quarton attacks with its spells, spell-like abilities, and fists in combat.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 17th.
Spells: A quarton modron casts spells as a 17th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a decaton modron, meaning that the creature does not need a divine focus to cast them.
Telepathy (Su): A quarton can communicate telepathically with any creature within 384 miles that has a language.
Tertian (Hierarch Modron) *Official
Large Construct (Extraplanar, Lawful)
Hit Dice: 26d10+30 (199 hp)
Initiative: +18 [fixed]
Speed: 30 ft. (6 squares)
Armor Class: 39 (-1 size, +5 Dexterity, +24 natural), touch 14, flat-footed 34
Base Attack/Grapple: +19/+36
Attack:* Tail slap +27 melee (4d6+22 plus stunning blow)
Full Attack:* Tail slap +27 melee (4d6+22 plus stunning blow), 2 slams +25 melee (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, stun
Special Qualities: Construct traits, damage reduction 15/adamantine and chaotic, fixed initiative, resistance to acid 10, cold 10, and fire 10, spell resistance 31, telepathy
Saves: Fort +10, Ref +13, Will +17
Abilities: Str 36, Dex 21, Con --, Int 30, Wis 28, Cha 26
Skills: Concentration +29, Diplomacy +41, Gather Information +37, Intimidate +37, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (the planes) +39, Listen +40, Search +39, Sense Motive +38, Spellcraft +43, Spot +40
Feats: Cleave, Empower Spell, Extend Spell, Great Fortitude, Improved Toughness, Maximize Spell, Multiattack, Power Attack, Quicken Spell-Like Ability (wall of force)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
*5-point Power Attack
A tertian looks like a 12-foot-tall human with horns jutting from the sides of its bald head. As a third "arm," it has a long, prehensile tail that ends in a macelike ball.
Tertians speak the modron tongue, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They accept orders from the secundi, to whom they all report, and relay them to quartons.
Trial, judgment, and sentencing of all creatures in the modron realm is the province of the nine tertians, who hear all cases involving crimes against the rigid orthodoxy of Regulus. Rogue modrons trials make up the bulk of their caseload.
To the bulk of the modron population, the tertians are alien and unfamiliar creatures-the ultimate impartial judges. A duodrone accused of a crime might possibly imagine (if it can imagine at all) the tertian to be some incomprehensible manifestation of the supreme logic-a "super-tridrone," so to speak.
The tertians have a total of three armies at their disposal for use in law enforcement. In addition, these hierarchs supervise the quartons, and two tertians directly serve each of the four secundi.
Combat
A tertian attacks with its spells, spell-like abilities, fists, and tail in combat.
Fixed Initiative (Ex): Modrons have a limited form of prescience that governs when they take action in a conflict, and they never waver from this schedule. As a result, a modron's initiative check is always equal to half its Hit Dice, modified by its Dexterity modifier. When combat begins, a modron uses this number as its initiative---it never rolls an initiative check.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command (DC 19), greater teleport (self plus 50 pounds of objects only), wall of force. Caster level 19th.
Spells: A tertian modron casts spells as a 19th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a tertian modron, meaning that the creature does not need a divine focus to cast them.
Stunning Blow (Ex): A creature struck by a tertian's tail slam must make a DC 36 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.
Telepathy (Su): A tertian can communicate telepathically with any creature within 405 miles that has a language.
Secundus (Hierarch Modron)
Large Construct (Extraplanar, Lawful, Psionic)
Hit Dice: 30d10+60 (225 hp)
Initiative: 21 (fixed)
Speed: 70 ft. (14 squares), fly 50 ft. (10 squares) [good]
Armor Class: 50 (-1 size, +4 Dexterity, +25 natural, +10 Wisdom, +2 monk), touch 22, flat-footed 46
Base Attack/Grapple: +22/+40
Attack: Unarmed strike +30 (4d6+19 plus stunning blow)
Full Attack: Unarmed strike +30/+30/+30/+25/+20/+15 melee (4d6+19 plus stunning blow)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psionics, spell-like abilities, spells, greater flurry, unarmed strike, ki strike (magic, lawful), stunning attack (DC 35)
Special Qualities: Construct traits, abundant step, damage reduction 15/adamantine and chaotic and epic, fast movement, diamond body, improved evasion, purity of body,
resistance to acid 10, cold 10, and fire 10, spell resistance 35, still mind, slow fall (60 ft.), wholeness of body (26 hp), diamond soul, telepathy
Saves: Fort +12, Ref +16, Will +20
Abilities: Str 38, Dex 22, Con --, Int 33, Wis 30, Cha 28
Skills: Balance +10, Concentration +33, Diplomacy +46, Gather Information +42, Intimidate +42, Jump +34, Knowledge (any three) +44, Listen +45, Search +44, Sense Motive +43, Spellcraft +44, Spot +45, Tumble +39
Feats: Cleave, Combat Reflexes , Empower Spell, Extend Spell, Great Cleave, Great Fortitude, Improved Counterspell, Improved Grapple , Improved Natural Attack (unarmed strike), Improved Trip , Improved Toughness, Improved Unarmed Strike , Maximize Spell, Power Attack, Quicken Spell-Like Ability (wall of force)
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
*5-point Power Attack
A secundus appears as an incredibly thin, tall humanoid with a long, narrow face and deep-set eyes. Though it has no class levels, it has all the class features of a 13th-level monk.
Secundi speak their own language, plus Abyssal, Auran, Celestial, Infernal, Sylvan, and the trade tongue of the planes. They take orders only from Primus itself and relay those to the tertians.
The four secundi serve as viceroys of the quarters. These powerful beings are the virtual rulers of Mechanus, reporting only to Primus. Each secundus has a staff of two tertians, who in turn command other hierarchs.
The secundi live in great towered cities near the centers of their quarters and always work in harmony with one another. When Primus dies, one of the secundi is promoted to take its place.
Combat
A secundus attacks using its fists, spells, spell-like abilities, and psionics in combat.
Psi-Like Abilities: At will---aura sight, cloud mind, psionic plane shift, psionic suggestion, and read thoughts. Manifester level 20th.
Spell-Like Abilities: At will---clairaudience/clairvoyance, command, greater teleport (self plus 50 pounds of objects only), and wall of force. Caster level 20th.
Spells: A secundus modron casts spells as a 20th-level sorceror, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a tertian modron, meaning that the creature does not need a divine focus to cast them.
Stunning Blow (Ex): A creature struck by a secundus' unarmed strike must make a DC 39 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.
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.
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 60 feet shorter than it actually is.
Wholeness of Body (Su): A secundus can cure its own wounds, healing up to 26 hp per day. It can spread this healing out among several uses if desired.
Telepathy (Su): Secundi can communicate telepathically with any creature within 420 miles that has a language.
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- Arius
06 Oct 2009 23:01 #1216
par szass
Moi ? Azimuté ? Et alors, c'est quoi le problème bige ?
Réponse de szass sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
@Arius : tu les as eu où ces caractéristiques des modrons de 6 à 10 ? (Hexton à Décathon)
Sinon merci à vous deux d'avoir mis les caractéristiques.
Sinon merci à vous deux d'avoir mis les caractéristiques.
Moi ? Azimuté ? Et alors, c'est quoi le problème bige ?
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06 Oct 2009 23:07 #1217
par Arius
Réponse de Arius sur le sujet Re:Adaptation PNJ AD&D2 >>> D&D3.5
aucune idée, je sais juste que j'ai a peu pres tout ce qui se fait sur donj depuis 1974 et que la g fait un copier/coller d'un fichiers qui s'appelle modron3.5 (j'en déduis que c'est pour la verson 3.5 de donj)
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- Arius
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