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.
 

Whew, I'm definitely behind.

Stick to the 10HD and ability scores of the 3.0 version? +13NA and 1d6 tentacle damage also seem ok to me.
DR seems like it would be DR 20/magic in 3.5.
 

Clarification.

As we're following the lead of the Base Modrons in Dragon #354 a standard Decaton is a regular construct.

It's modrons that are severed from the Modron Energy Pool (i.e. rogues or exiles) that have the living construct trait. Brain-swapped modronoids presumably are not bonded to the Energy Pool so presumably count as rogue modrons, but I should have put the "Living Construct" trait in a Rogue Decaton subentry and put "Con —" in the ordinary Decaton's abilities line.
 

Whew, I'm definitely behind.

Stick to the 10HD and ability scores of the 3.0 version? +13NA and 1d6 tentacle damage also seem ok to me.

Comparing the official 3.0 and 3.5 versions of the higher base modrons, the latter have one more Hit Dice and significantly better AC and ability scores.

Quadrone:
3.0 D&D

Medium-Size Outsider
Hit Dice: 4d8+4 (22 hp)
Armor Class: 16 (+2 Dex, +4 natural)
Abilities: Str 16, Dex 15, Con 13, Int 12, Wis 12, Cha 11
Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.
Wizards of the Coast Website

3.5 D&D
Always LN Medium construct (extraplanar, lawful)
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 47 (5 HD)
Immune construct traits
Abilities Str 16, Dex 18, Con —, Int 14, Wis 15, Cha 12
Dragon #354

Pentadrone:
3.0 D&D

Medium-Size Outsider
Hit Dice: 5d8+10 (32 hp)
Armor Class: 17 (+3 Dex, +4 natural)
Abilities: Str 18, Dex 16, Con 14, Int 12, Wis 12, Cha 12
Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.
Wizards of the Coast Website

3.5 D&D
Always LN Medium construct (extraplanar, lawful)
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 53 (6 HD)
Immune construct traits
Abilities Str 22, Dex 12, Con —, Int 17, Wis 16, Cha 16
Dragon #354

If our 3.5 version of the Decaton follows the Dragon #354 precedence it would have a few more Hit Dice.

The ability scores are also noticeably lacking. Like, all of them.

I'm fine with keeping the Armour Class 25 of the 3.0 version, but if we boost the Dexterity higher we'll either have to lower the NA or make its AC higher.

DR seems like it would be DR 20/magic in 3.5.

3.5 monsters tends to have lower Damage Reduction than their 3.0 versions.

A Vrock, for example, has DR 20/+2 in 3.0 and DR 10/good in 3.5.

How about 10/chaotic?
 

DR 10/chaotic.

Looks like we should increase HD to 12 based on the proportions of the others.

What were you thinking for abilities? I'm ok if that increases AC some.
 

DR 10/chaotic.

Yeah, let's go for that for the time being.

Looks like we should increase HD to 12 based on the proportions of the others.

Hmm, the Quadrone has 113.6% more hit points in 3.5 (47 hp) than 3.0 (22 hp) and the Pentadrone 65.6% more hit points (53 vs 32).

Increasing the HD by two would give the Decaton Hit Dice 12d10+20 (75 hp), which is only 15.4% more than the 3.0 version.

I'd rather go for 15d10+20 (102 hp) for a 56.9% increase or even 20d10+20 (130 hp) for 100%.

Remember that Decatons have Constitution — if we're following the official 3.5 Base Modron examples, so it has bonus hit points from its size as per the construct type but lacks a Con bonus.

Also, the 3.0 modrons being Outsiders gives them better BAB, Saves and Skills from their HD than the Construct type 3.5 modrons although some of that can be compensated for with higher stats.

For example, outsider get 8 SPs per level versus constructs 2 SPs per level so to get near the 130 SPs of a 10 HD Intelligence 14 outsider, a 15 HD construct would need Intelligence 20-21 for 126 SPs and a 20 HD construct would need Intelligence 18-19 for 138 SPs.

What were you thinking for abilities?

As mentioned above it needs a serious boost to Intelligence but the Wisdom and Charisma might be OK as is or only slightly boosted depending how many HD we give it.

Con is "—" as mentioned above and Dex 15 is OK I guess.

Strength 11 feels rather feeble but considering it has ten attacks I'm OK with not giving it any Strength bonus to damage.

It'd be nice if we had some official 3.5 Hierarch Modrons for comparison purposes.

I'm ok if that increases AC some.

Going by the Quadrone and Pentadrone precedents above the Quadrone had a 3-point AC boost from 3.0 to 3.5 and the Pentadrone has a 5-point boost.

While that might suggest a 3.5 Decaton should have a 7-point boost to AC 32 that's somewhat deceptive.

The 3.0 Base Modrons have Armor Classes that directly match their AD&D precursors (e.g. AC 4 => AC 16 for the Quadrone), but the 3.0 Hierarch Modrons have way better ACs.

An AD&D Decaton is AC 2, which is AC 18 as a direct 3.0 match but the official 3.0 Decaton is AC 25.

So it's already 7-points higher!
 

It'd be nice if we had some official 3.5 Hierarch Modrons for comparison purposes.

Come to think of it, there is one.

The adventure "Diplomacy by Christopher Wissel in Dungeon #144 (March 2007) has a Tertian Modron, so here's the comparison:

AD&D Stats
TERTIAN
CLIMATE/TERRAIN: Mechanus
FREQUENCY: Very rare
ORGANIZATION: Hierarchy
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Supra-genius
TREASURE: Nil
ALIGNMENT: Lawful neutral
NO. APPEARING: 1 (of 9)
ARMOR CLASS: –5
MOVEMENT: 12
HIT DICE: 17+17
THAC0: 3
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 5d8 (×3)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: L
MORALE: Fearless (20)
XP VALUE:18,000

Didn't bother copying the special abilities as they're pretty much the same as the 3.0 version

3.0 Stats
TERTIAN (Hierarch Modron)
Large Outsider
Hit Dice: 17d8+85 (161 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 31 (–1 size, +3 Dex, +19 natural)
Attacks: 2 slams +22 melee, tail slap +20 melee
Damage: Slam 2d8+6, tail slap 2d8+3
Space/Reach: 5 ft. by 5ft./10 ft.
Special Attacks: Spell-like abilities, spells, stun
Special Qualities: Damage reduction 40/+4, modron traits, outsider traits, psionics immunity, resistances, SR 31, telepathy
Saves: Fort +15, Ref +13, Will +16
Abilities: Str 22, Dex 17, Con 20, Int 20, Wis 22, Cha 22
Skills: Concentration +24, Diplomacy +25, Gather Information +25, Hide+13, Intuit Direction +16, Knowledge (arcana) +15, Knowledge (architecture and engineering) +15, Knowledge (local) +15, Knowledge (planes) +17, Listen +24,Scry +20, Search +21, Sense Motive +25, Spellcraft +22, Spot +25
Feats: Alertness, Blind-Fight, Improved Initiative, Multiattack, Spell Penetration
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful neutral
Advancement: 18–51 HD (Large)


Combat
A tertian attacks with its spells, spell-like abilities, fists, and tail in combat.
Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).
Spells: A tertian casts divine spells as a 20th-level cleric (save DC 16 + spell level) and arcane spells as a 20th-level sorcerer (DC 16 +spell level). It has access to the domains of Law, Protection, and War.
Stun (Ex): Any creature hit by the tertian’s tail slap must make a successful Fortitude save (DC 24) or be stunned for 3d4 rounds.
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.
Psionics Immunity (Ex): Immune to all psionic attacks.
Resistances (Ex): Acid, cold, and fire resistance 10. 17
Telepathy (Su): A tertian can communicate telepathically with any creature within 405 miles that has a language.


3.5 Stats
Tertian modron
CR 19
LN Large construct (extraplanar, lawful)
Web enhancement for Manual of the Planes (updated to 3.5)
Init 18 (fixed); Senses darkvision 60 ft.; Listen +38, Spot +38
Languages Modron; telepathy 405 miles
AC 39, touch 14, flat-footed 34
hp 199 (26 HD); DR 15/adamantine and chaotic
Immune construct traits
Resist acid 10, cold 10, fire 10; SR 31
Fort +10, Ref +13, Will +17
Spd 30 ft.
Melee* tail slap +30 (4d6+22 plus stunning blow) and
2 slams +27 (2d6+11)
Space 10 ft.; Reach 10 ft.
Base Atk +19; Grp +36
Atk Options Cleave, Power Attack
Spells Known (CL 19th; +23 ranged touch)
9th (4/day)—gate, time stop
8th (7/day)—demand (DC 26), dimensional lock, shield of law (DC 26)
7th (7/day)—dictum, greater scrying (DC 25), plane shift (DC 25)
6th (7/day)—antimagic field, greater dispel magic, symbol of persuasion (DC 24)
5th (7/day)—dismissal, dispel chaos, hold monster (DC 23), sending
4th (8/day)—dimensional anchor, charm monster (DC 22), freedom of movement, order's wrath (DC 22)
3rd (8/day)—dispel magic, fly, haste, protection from energy
2nd (8/day)—detect thoughts (DC 20), hold person (DC 20), calm emotions (DC 20), levitate, locate object
1st (8/day)—cure light wounds, divine favor, mage armor, shield, protection from chaos
0 (6/day)—arcane mark, cure minor wounds, detect magic, ghost sound (DC 17), mage hand, mending, open/close, prestidigitation, read magic
Spell-Like Abilities (CL 19th)
At-will—clairaudience/clairvoyance, command (DC 19), greater teleport (self plus 50 pounds of objects only), wall of force
3/day—quickened wall of force
* 5-point Power Attack
Abilities Str 36, Dex 21, Con —, Int 30, Wis 28, Cha 26
SQ fixed initiative
Feats Cleave, Empower Spell, Extend Spell, Great Fortitude, Improved Toughness (+1 hp/HD), Maximize Spell, Multiattack, Power Attack, Quicken Spell-Like Ability (wall of force)
Skills Concentration +29, Diplomacy +31. Gather Information +37, Intimidate +37, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (the planes) +39, Listen +38, Search +39, Sense Motive +38, Spellcraft +43, Spot +38
Fixed Initiative (Ex) Modrons have a limited form of prescience that governs when they take action in a conflict, and they never waver from this schedule. As a result, a modron's initiative check is always equal to half its Hit Dice, modified by its Dexterity. When combat begins, a modron uses this number as its initiative—it never rolls an initiative check.
Spells A tertian modron casts spells as a 19th-level sorcerer, and can also choose spells from the cleric list and from the Law domain for its list of spells known. The cleric spells and domain spells are considered arcane spells for a tertian modron, meaning the creature does not need a divine focus to cast them.
Stunning Blow (Ex) A creature struck by a tertian’s tail slam must make a DC 36 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.
 

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