A construction option for player characters.
Modrons society is the epitome of law and order. Each construct has an assigned job, and task and performs it well. Sometimes, a Modron is separated from the group, and after a certain amount of time, things start to slip. This Modron begins to have to make decisions on its own, and after a while, well some like it. These Modrons choose not to return to the fold, and are labeled as Rogue Modrons.
Ability Scores. Con +2
Speed. 30 ft.
Age. Modrons are created fully sentient, and do not take penalties for old age. Most Rogue Modrons track the years since going rogue, or “awakening” and will offer that if asked how old they are.
Alignment. Rogue Modrons are specifically those who have broken free from Primus, and Modron society, that doesn’t mean they have to be chaotic. Primus is a being of supreme law, but it is also dispassionate and uncaring. While many Rogue Modrons are Chaotic, some are simply good or evil and wish to further those agendas, with an ordered agenda. Some even remain LN, and just desire personal independence.
Size. Modrons stand between 4 and 5 feet tall and average about 200 pounds. Your size is Medium.
Speed. Your speed is not reduced by wearing heavy armor.
Truesight 120ft. Modrons have a variety of mechanical sensors that allow them perfect vision for a short range.
Disintegration. If a Modron dies, its body disintegrates into dust leaving behind any held or worn items.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Armored Hull. Because of your unique body shape and construct construction, you are ill suited for armor. Instead, you have a natural AC of 14+dex mod.
Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Languages. You can speak, read, and write Common and Modron.
Rogue Modrons come in a variety of subraces.
These winged spherical Modrons occupy the lowest rung of Modron Society. They tend to act as workers and laborers given simple and straight forward commands. They make up the majority of Rogue Modrons.
Winged. Monodrones are winged and have a fly speed of 30ft.
Ability Score Increase. Instead of the normal +2 Con, Monodrones gain +2 dex and +1 Con.
These rectangular constructs are given more responsibility over others, but still tasked with ensuring simple and straight forward tasks are completed.
Fist. The Duodrone’s fist is a natural melee weapon which can be used for unarmed strikes. If you hit with them, they deal 1d4+Strength modifier bludgeoning damage.
Ability Score Increase. Duodrones gain a +1 to strength.
Tridrones are tasked with complex or delicate tasks that require planning and forethought. These multiarmed pyramid shaped constructs are tasked with ensuring the details are correct on large projects.
Multiarmed. Tridrone have a collection of smaller grasping appendages in addition to two larger arms. These appendages can be used to hold up to 6 small objects (under 5lbs each). They can also be used to perform simple tasks such as opening a door or pulling a lever while your primary arms are occupied. They cannot wield weapons or perform spellcasting components.
Ability Score Increase. +1 Dexterity.
These square Modrons are supported by tiny wings and tasked with overseeing complex work orders within a Modron task force.
Winged. Quadrones are winged and have a fly speed of 30ft.
Ability Score Increase. +1 Charisma.
The most prestigious of the various Modron drones, the Pentadrone is allowed limited discretion to determine how jobs should be done. These starfish like constructs are surprisingly quick, and highly intelligent.
Speed. Pentadrones have a 40ft move speed.
Paralysis Gas. You can use your action to exhude a paralyzing gas in a 30ft cone. Each creature in the area must make a saving throw (DC 8+con mod+prof) or gain the restrained condition. At the beginning of their next turn, they can roll again to save against the condition. They continue making saving throws, and if they remain restrained at the end of 3 rounds, they instead become paralyzed for the next 1d6 rounds. After you use this ability you can’t use it again until you complete a short or long rest.
Ability Score Increase. +1 Intelligence.