Monster Manual 5.5e

Mechanized Caretakers of Multiversal Law

Habitat: Planar (Mechanus); Treasure: None

Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.

Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.

Modrons excel at tasks that require patience and precision, but they have little understanding of nonliteral concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.

In rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.

A planar explorer learning modrons have no sense of humor

The guide swore “beep boop” meant “hello, friend.” I don’t know why they’re after us!

Modron Marches

Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.

Modron Operations
1d8The Modrons Work To…
1Create a clockwork outpost to monitor the balance of obscure planar forces.
2Ensure neither side gains the upper hand in a conflict between good and evil.
3Excavate a portal to another plane.
4Find a lost contingent of modrons.
5Reactivate a titanic but lost modron device.
6Remove a forest, mountain, or city before the arrival of a modron procession.
7Seal off a planar rift or wild magic zone.
8Wage war with demons, slaadi, or chaotic Fey.

Modron Monodrone

Caption

The most numerous modrons, monodrones can perform one simple task at a time. They believe anything they’re told that isn’t logically or mathematically false. When faced with unexpected situations, they’re quick to seek duodrones for help.

Statblocks

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Modron Monodrone

Medium Construct, Lawful Neutral

AC 15 Initiative +2 (12)

HP 5 (1d8 + 1)

Speed 30 ft., Fly 30 ft.

STRDEXCONINTWISCHA
1014124105
+0+2+1-3+0-3Mod
+0+2+1-3+0-3Save

Immunities Charmed

Senses Truesight 120 ft.; Passive Perception 10

Languages Modron

CR 1/8 (XP 25; PB +2)

Blank

Traits

Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.

Actions

Gear. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Force damage.

Gear Flinger. Ranged Attack Roll: +4, range 120 ft. Hit: 6 (1d8 + 2) Force damage.

Modron Duodrone

Caption

Duodrones can perform two tasks at once and often oversee monodrone work groups. They are slightly more skeptical of strangers than monodrones are.

Statblocks

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Modron Duodrone

Medium Construct, Lawful Neutral

AC 15 Initiative +1 (11)

HP 11 (2d8 + 2)

Speed 30 ft.

STRDEXCONINTWISCHA
1113126107
+0+1+1-2+0-2Mod
+0+1+1-2+0-2Save

Immunities Charmed

Senses Truesight 120 ft.; Passive Perception 10

Languages Modron

CR 1/4 (XP 50; PB +2)

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Traits

Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.

Actions

Multiattack. The modron makes two Clockwork Blade attacks.

Clockwork Blade. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1) Force damage. Hit or Miss: The blade magically returns to the modron’s hand immediately after a ranged attack.

Modron Tridrone

Caption

Tridrones oversee lesser modrons and lead them in battle. They’re suspicious of any data provided by non-modrons.

Statblocks

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Modron Tridrone

Medium Construct, Lawful Neutral

AC 15 Initiative +1 (11)

HP 16 (3d8 + 3)

Speed 30 ft.

STRDEXCONINTWISCHA
1213129109
+1+1+1-1+0-1Mod
+1+1+1-1+0-1Save

Immunities Charmed

Senses Truesight 120 ft.; Passive Perception 10

Languages Modron

CR 1/2 (XP 100; PB +2)

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Traits

Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.

Actions

Multiattack. The modron makes three Clockwork Spear attacks.

Clockwork Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 120 ft. Hit: 4 (1d6 + 1) Force damage. Hit or Miss: The spear magically returns to the modron’s hand immediately after a ranged attack.

Modron Quadrone

Caption

Quadrones are among the most relatable modrons—and those most likely to go rogue.

Statblocks

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Modron Quadrone

Medium Construct, Lawful Neutral

AC 16 Initiative +2 (12)

HP 22 (4d8 + 4)

Speed 30 ft., Fly 30 ft.

STRDEXCONINTWISCHA
121412101011
+1+2+1+0+0+0Mod
+1+2+1+0+0+0Save

Skills Perception +2

Immunities Charmed

Senses Truesight 120 ft.; Passive Perception 12

Languages Modron

Blank

CR 1 (XP 200; PB +2)

Traits

Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.

Actions

Multiattack. The modron makes four Slam attacks or four Gears Launcher attacks.

Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Force damage.

Gears Launcher. Ranged Attack Roll: +4, range 320 ft. Hit: 4 (1d4 + 2) Force damage.

Modron Pentadrone

Caption

Pentadrones oversee and protect contingents of lesser modrons. They’re quick to call lengthy meetings with other modrons when making decisions.

Statblocks

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Modron Pentadrone

Large Construct, Lawful Neutral

AC 16 Initiative +2 (12)

HP 32 (5d10 + 5)

Speed 40 ft.

STRDEXCONINTWISCHA
151412101013
+2+2+1+0+0+1Mod
+2+2+1+0+0+1Save

Skills Perception +4

Immunities Charmed

Senses Truesight 120 ft.; Passive Perception 14

Languages Modron

CR 2 (XP 450; PB +2)

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Traits

Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.

Actions

Multiattack. The modron makes five Slam attacks or five Electrical Discharge attacks.

Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Force damage.

Electrical Discharge. Ranged Attack Roll: +4, range 120 ft. Hit: 5 (1d6 + 2) Lightning damage.

Paralysis Gas (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.