Converting Planescape monsters

Decaton
Medium Construct (Extraplanar, Lawful)
Hit Dice: d+8 ( hp)
Initiative: +–
Speed: 30 ft. (6 squares), fly 10 ft. (poor)
Armor Class: 1 (+– Dex, + natural), touch 1, flat-footed 1
Base Attack/Grapple: +/+
Attack: Tentacle + melee (1d6+)
Full Attack: 10 tentacles + melee (1d6+)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: All-around vision, coordinated ally, darkvision 120 ft., damage reduction ##/##, energy resistance (acid, cold, and fire 10), fixed initiative (#), living construct traits, low-light vision, spell resistance, telepathy
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: Skill
Feats: Feat, Bonusᴮ
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: #
Treasure: None
Alignment: Always lawful neutral
Advancement: by character class
Level Adjustment: —/+#

Description.

Background.

Combat
Tactics.

All-Around Vision (Ex): The sensory organs on all sides of a decaton allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a decaton.

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.

Living Construct Traits: Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. Cannot heal damage naturally. Subject to stunning, ability damage, and ability drain. Subject to spells that target either constructs or living creatures.

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, heal, healing circle, remove disease, remove paralysis, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 10th-level sorcerer (save DC 1# + spell level).

Spells: A decaton casts divine spells as a 10th-level cleric (save DC 1# + spell level). It has access to the domains of Law, Protection, and War.
Typical Spells Prepared (#/#+1/#+1/#+1/#+1/#+1; save DC 1# + spell level)
0—spellᴰ, spell;
 ᴰ
1st—spellᴰ, spell;
2nd—spellᴰ, spell;
3rd—spellᴰ, spell;
4th—spellᴰ, spell;
5th—spellᴰ, spell.
ᴰ Domain Spell.

Telepathy (Su): A decaton can communicate telepathically with any creature within 44 miles that has a language.

Skills: Modrons have a +2 racial bonus on Listen and Spot checks.

Originally appeared in Monster Manual II (1981).
 
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Decaton
Medium Construct (Extraplanar, Lawful)
Hit Dice: d+8 ( hp)
Initiative: +–
Speed: 30 ft. (6 squares), fly 10 ft. (poor)
Armor Class: 1 (+– Dex, + natural), touch 1, flat-footed 1
Base Attack/Grapple: +/+
Attack: Tentacle + melee (1d6+)
Full Attack: 10 tentacles + melee (1d6+)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: All-around vision, coordinated ally, darkvision 120 ft., damage reduction ##/##, energy resistance (acid, cold, and fire 10), fixed initiative, living construct, low-light vision, spell resistance, telepathy
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: Skill
Feats: Feat, Bonusᴮ
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: #
Treasure: None
Alignment: Always lawful neutral
Advancement: by character class
Level Adjustment: —/+#

Description.

Background.

Combat
Tactics.

Ability (Ex/Su/Sp/Ps): .


Skills: Modrons have a +2 racial bonus on Listen and Spot checks.

Originally appeared in Monster Manual II (1981).

I've updated the Decaton Working Draft with some of the stuff from the Wizards sources.

The AD&D versions of the Decaton could only use their healing spell-like abilities on other modrons, but for some reason the official 3.0 version could use its heal, healing circle, remove disease and remove paralysis SLAs on anything.

I prefer the original limitation of those SLAs being modron only, although I might be persuaded to expand them to work on any living construct.

Like so:

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, healᴹ, healing circleᴹ, remove diseaseᴹ, remove paralysisᴹ, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 10th-level sorcerer (save DC 1# + spell level).
ᴹ?ᴸ? This SLA can only affect [modrons OR living constructs?].​
 

Those SLAs are fine. Since we don't want to introduce a modron subtype (presumably), we should probably go with living constructs.

What are the original ability scores?
 

Those SLAs are fine. Since we don't want to introduce a modron subtype (presumably), we should probably go with living constructs.

What are the original ability scores?

I'll post the 3.0 stats:
MODRON STATISTICS
This section provides statistics for modrons of each caste. In addition to the specific characteristics of their caste, all modrons share certain additional qualities.Because of their single-minded devotion to following orders from superiors,modrons are immune to mind-influencing effects. Their unique biology means that they are not subject to subdual damage, ability damage, ability drain, or energy drain. Because of their geometric shapes, they have no particular weak points, so they are not subject to critical hits. Modrons speak their own precise, mathematical language, but those of duodrone or higher rank can manage at least some of the trade tongue used throughout the planes.​
DECATON (Hierarch Modron)
Medium-Size Outsider​
Hit Dice: 10d8+20 (65 hp)​
Initiative: +6​
Speed: 30 ft., fly 10 ft. (poor)​
Armor Class: 25 (+2 Dex, +13 natural)​
Attacks: 10 tentacles +10 melee​
Damage: Tentacle 1d6​
Space/Reach: 5 ft. by 5ft./5 ft.​
Special Attacks: Spell-like abilities, spells​
Special Qualities: All-around vision, damage reduction 20/+2, modron traits, outsider traits, resistances, SR 13, telepathy​
Saves: Fort +9, Ref +9, Will +9​
Abilities: Str 11, Dex 15, Con 15, Int 14, Wis 14, Cha 14​
Skills: Concentration +15, Diplomacy +13, Gather Information +9, Heal+15, Intuit Direction +10, Knowledge (local) +11, Listen +15, Search +10, Sense Motive +9, Spellcraft +13, Spot +15​
Feats: Alertness, Improved Initiative, Spell Penetration​
Climate/Terrain: Any land​
Organization: Solitary​
Challenge Rating: 8​
Treasure: None​
Alignment: Always lawful neutral​
Advancement: 11–30 HD (Medium-size)​
A decaton appears as a tentacled sphere atop a pair of stumpy legs. Its ten tentacles are spaced evenly around its horizontal circumference. Above these are four eyes, also evenly spaced, and a single mouth, which is located at the very top of its body.​
Decatons speak their own language, Celestial, Infernal, and the tradetongue of the planes. They receive orders from nonatons and pass them along to pentadrones.​
The decatons are the lowest order of officials found in modron society. They oversee the base modrons’ physical welfare and serve as the voice of the greater powers to the working class. One decaton is assigned to each of the realm’s sixty-four sectors and reports directly to the sector nonaton. Each sector decaton has a personal staff consisting of 5 pentadrones, 16 quadrones, 81 tridrones, 256 duodrones, and 1,728 monodrones, all reporting to their respective superiors in this chain of command. Each of the remaining thirty-six decatons serves on the staff of one of the modron armies.​
A decaton can fly by generating a gas that renders it lighter than air. Generally, it rises into the air only while commanding a modron army in the field, to get an overview of the situation.​
Combat
A decaton attacks with its spell-like abilities and tentacles in combat.​
Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, heal, healing circle, remove disease, remove paralysis, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 10th-level sorcerer (save DC 12 + spell level).​
Spells: A decaton casts divine spells as a 10th-level cleric (save DC 12 + spell level). It has access to the domains of Law, Protection, and War.​
All-Around Vision (Ex): With its four equally spaced eyes, a decaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.​
Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.​
Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.​
Resistances (Ex): Acid, cold, and fire resistance 10.​
Telepathy (Su): A decaton can communicate telepathically with any creature within 44 miles that has a language.​
Originally appeared on the Wizard of the Coast website, 2001.​

There was also a 3.5 version on Planewalker.com but I'm having difficulty finding the original webpage…

Oh well, it looks like Modrons: The Complete and Unabridged Statistics has been removed from their website.

Fortunately I have a copy saved to my harddrive, so I could post the stats from that.
 

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