Converting Planescape monsters


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Yes, I'd be happy to include all the SAs and SQs minus spell casting.

Modifying the Derro's Madness works for me, and that would be ok for regular modronoids, too. Do you want to go all the way to Cha +6 and Wis -6 or stick to smaller modifiers?

Is there really anything else to this template?
 

Yes, I'd be happy to include all the SAs and SQs minus spell casting.

Agreed.

Modifying the Derro's Madness works for me, and that would be ok for regular modronoids, too. Do you want to go all the way to Cha +6 and Wis -6 or stick to smaller modifiers?

So are we leaving the Derro Madness's immunity to confusion and insanity effects?

I'd make it a +/–2 modifier as you suggested earlier for the Brainswapped Modronoid.

Am inclined to simplify it a bit so it just applies a Wisdom penalty and doesn't modify Charisma and drop the immunity to confusion, so:

Modronoid Madness (Ex): Modronoids use their Charisma modifier on Will saves instead of their Wisdom modifier and have immunity to insanity effects. A modronoid cannot be restored to sanity by any means short of a miracle or wish spell.

*The racial madness of the modronoids provides a –2 penalty to their Wisdom scores. A modronoid restored to sanity gains 2 points of Wisdom.
I've updated the Modronoid with the above and modify its Wisdom and skills to include the Wisdom penalty.

Is there really anything else to this template?

Not really, we've got enough to write up most of it.
 



Okay, I've just realized there's a few wee issues with the template.

Firstly, the only official D&D stats for a Decaton are from the old Wizards of the Coast website and those are only 3.0.

There are D&D 3.5 from Planewalker.com, but those aren't official.

Secondly, there was a major switch between the 3.0 versions of the Base Modrons from the WotC site and the 3.5 versions in Dragon Magazine #354 (“Return of the Modrons” by Ken Marable, April 2007).

The 3.0 Modrons are all Outsiders while the 3.5 Modrons are Constructs with the living construct subtype.

The 3.5 Dragon 354 Modrons also have the traits Coordinated Ally and Fixed Initiative, neither of which seem appropriate for a barmy Brainswapped Modronoid:

Coordinated Ally (Ex) Modrons work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another awfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).
Fixed Initiative (Ex) Modrons are rigid in their actions, even in the most chaotic situations. As a result, a modron's initiative is always equal to half its Hit Dice plus its Dexterity modifier or other modifiers (like Improved Initiative). When combat begins, a modron uses this number as its initiative—it never rolls an initiative check.
Come to think of it, a Brainswapped Modronoid should probably also lose the 3.5 Modron's Lawful subtype as well.

Hmm… I might have to tweak the first draft a bit.

So will we be attempting to update the 3.0 Decaton to 3.5 based on Return of the Modrons? We made the base Modronoid a living construct so presumably the Brainswapped version is going to be as well.
 

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