Modron Variants for Dungeons & Dragons 5th Edition – Part 2

Continuing the hierarch modrons for Dungeons & Dragons 5th edition, today I’ll be creating:

  • Quintons
  • Quartons
  • Tertians
  • Secundi

Design Notes

If you haven’t already, be sure to check out the first part of this post: Modrons Part 1.

I’ll continue the trend with creating the other modron hierarchs.

I won’t do Primus in this post, however, since I think he deserves an entire page (and potentially epic encounter) to himself.

4 Modron Variants for Fifth Edition Dungeons & Dragons

Here are the four new Modron variants covered in this article.

As usual, these are freely available for your 5e D&D campaigns. Just not commercially. And the art isn’t mine. Borrowred!

Quintons

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.

Quartons

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.

Tertians

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.

Secundi

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.

quinton

Quintons

Large construct, lawful neutral


Armor Class 19 (natural armor)

Hit Points 97 (15d10 + 15)

Speed 20 ft., fly 20 ft.


Abilities Str 17 (+3), Dex 15 (+2), Con 12 (+1), Int 17 (+3), Wis 17 (+3), Cha 18 (+4)


Saves Con +4, Wis +6

Skills Perception +9

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities psychic

Senses truesight 120 ft., passive Perception 19

Languages Auran, Celestial, Infernal, Modron, telepathy 120 ft.

Challenge 8 (3,900 XP)


Axiomatic Mind. The quinton can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the quinton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Innate Spellcasting (Psionics). The quinton’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: command, detect evil and good, detect magic
3/day each: clairvoyancedimension door, legend lore
1/day each: teleport, wall of force

Magic Resistance. The quinton has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The modron makes five slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

 

quarton

Quartons

Large construct, lawful neutral


Armor Class 20 (natural armor)

Hit Points 104 (16d10 + 16)

Speed 30 ft., fly 90 ft.


Abilities Str 18 (+4), Dex 17 (+3), Con 12 (+1), Int 18 (+4), Wis 18 (+4), Cha 19 (+4)


Saves Con +5, Wis +8

Skills Perception +11

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities psychic

Senses truesight 120 ft., passive Perception 21

Languages Abyssal, Auran, Celestial, Infernal, Modron, telepathy 120 ft.

Challenge 9 (5,000 XP)


Axiomatic Mind. The quarton can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the quarton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Innate Spellcasting (Psionics). The quarton’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: command
3/day each: clairvoyancedimension door
1/day each: teleport, wall of force

Magic Resistance. The quinton has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The modron makes four slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

 

tertian

Tertian

Large construct, lawful neutral


Armor Class 21 (natural armor)

Hit Points 110 (17d10 + 17)

Speed 30 ft.


Abilities Str 20 (+4), Dex 17 (+3), Con 12 (+1), Int 20 (+5), Wis 20 (+5), Cha 21 (+5)


Saves Con +5, Wis +9

Skills History 13, Investigation +13, Insight +13, Perception +13, Persuasion +14

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities psychic

Senses truesight 120 ft., passive Perception 23

Languages Abyssal, Auran, Celestial, Infernal, Modron, Sylvan, telepathy 120 ft.

Challenge 10 (5,900 XP)


Axiomatic Mind. The tertian can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the tertian dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Innate Spellcasting (Psionics). The tertian’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: command
3/day each: clairvoyancedimension door
1/day each: teleport, wall of force

Magic Resistance. The tertian has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The modron makes two slam attacks and one tail attack.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution save or be stunned for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

 

secundus

Secundus

Large construct, lawful neutral


Armor Class 22 (natural armor)

Hit Points 117 (18d10 + 18)

Speed 50 ft., fly 50 ft.


Abilities Str 22 (+6), Dex 18 (+4), Con 12 (+1), Int 21 (+5), Wis 21 (+5), Cha 22 (+6)


Saves Str +10, Dex +8, Con +5, Int +9, Wis +9, Cha +10

Skills History 13, Investigation +13, Insight +13, Perception +13, Persuasion +16

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities psychic

Senses truesight 120 ft., passive Perception 23

Languages Abyssal, Auran, Celestial, Infernal, Modron, Sylvan telepathy 120 ft.

Challenge 11 (7,200 XP)


Axiomatic Mind. The secundus can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the secundus dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Evasion. When the secundus is subjected to an affect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting (Psionics). The secundus’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: command, detect thoughts
3/day each: clairvoyancedimension door, invisibility, misty step, suggestion
1/day each: teleport, plane shift, wall of force

Magic Resistance. The secundus has advantage on saving throws against spells and other magical effects.

Stunning Strike (3/day). When the secundus hits a creature with a melee weapon attack, it can choose to stun the target. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the secundus’s next turn.


 

Actions

Multiattack. The secundus makes four unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:  13 (2d6 + 6) bludgeoning damage.

Flurry of Blows (Recharge 4-6). The secundus makes six unarmed strike attacks against one target. In addition, the secundus can also choose to use one of the following effects:

  1. Knock down. The target must succeed on a DC 17 Dexterity saving throw or be knocked prone.
  2. Push back. The target must succeed on a DC 17 Strength saving throw, or be pushed back 15 feet away from the secundus.
  3. Jolt. The target can’t take reactions until the end of the secundus’s next turn.

Wholeness of Body (1/day). The secundus can heal itself up to 42 hit points.spread


Reaction

Deflect missiles. When the secundus is hit by a ranged weapon attack, the damage it takes from the attack is reduced by 1d10 + 18. If this reduces the damage to 0, the secundus can catch the missile if it is small enough for it to hold in one hand and it has at least one hand free. The secundus can then make a ranged attack with the piece of ammunition it just caught as part of the same reaction. The attack is made with +9 to hit, range 20/60 feet., one target and deals 1d8 + 5 damage of the same type as the ammunition.

 

Thanks for reading!

Next up, I’ll be tackling the big man himself, Primus!

If you haven’t already, be sure to follow along with the blog for daily updates of maps, monsters, and adventurers.

See you then!

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