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).
 
Last edited:

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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?].​
 

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