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# Modron Hiearchs ## Lords of Mechanus This document is intended to be a mechanically similar rendition of the 2e Modrons, including a sheet for Primus (As it does die meaning it can be killed). ___ ___ > ## Decaton >*Large construct, lawful neutral* >___ >**Armor Class** 17 (natural armor) >**Hit Points** 133 (14d10 + 56) >**Speed** 20 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|16 (+3)|12 (+1)|18 (+4)|16 (+3)|20 (+5)|14 (+2)| >___ >**Saving Throws** Wis +9, Cha +6 >**Skills** Perception +9
>**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks >**Condition Immunities** blinded
>**Senses** truesight 120 ft. passive Perception 19 >**Languages** Modron, telepathy 300 ft. >**Challenge** 9 (5,000 XP) >___ > >***Axiomatic Mind*** The decaton can’t be compelled to act in a manner contrary to its nature or its instructions. > >***Disintigration.*** If the decaton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. > >***Magic Resistance.*** decaton has advantage on saving throws against spells and other magical effects. > >***Innate Spellcasting.*** decaton's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
>At will: *clairvoyance, command, dimension door*
>1/day each: *teleport, wall of force* > >***Spellcasting.*** The decaton is an 9th level spellcaster, it's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: > > Cantrips(at will): *guidance, mending, sacred flame*
>1st Level(4 slots): *bless, healing word, shield of faith*
>2nd Level(3 slots): *aid, hold person, lesser restoration*
>3rd Level(3 slots): *dispel magic, mass healing word, spirit guardians*
>4th Level(3 slots): *banishment, guardian of faith, locate creature*
>5th Level(1 slot): *greater restoration, mass cure wounds* > >***Healer of the Machines.*** The decaton's spells that restore hit points can affect constructs, even if the spells say otherwise. Additionally, a construct that regains hit points from such a spell regains an additional 5 hit points. > >### Actions > >***Slam.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 16 (2d12 + 3) bludgeoning damage. > >***Mass Repair (1/Day).*** Each construct of the decaton's choice within 60 feet of it regains 23 (4d8+5) hp.