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<blockquote data-quote="Cleon" data-source="post: 9481453" data-attributes="member: 57383"><p>Here's the relevant section from <em>The Great Modron March</em> (1997).</p><p></p><p><strong><em><span style="font-size: 18px">From Page 107 & 109:</span></em></strong> (Page 108 was a map)</p><p></p><p style="margin-left: 20px"><p style="text-align: justify"><span style="font-family: 'times new roman'"> Valran Stonefist’s changed considerably since the PCs saw him last. They won’t recognize him until he speaks to them. He’s placed himself in the body of a decaton, and he’s learning how to enjoy life inside his metal body. If the PCs were on good terms with him the last time they saw him, then he simply assumes they’ve come to join the Tacharim cause. He greets them in a friendly manner, telling them of his new discoveries and how he came to inhabit the body of a decaton.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <span style="color: orange"><em>Valran explains. “As you know, I’d been working on transplanting living humanoid minds into the shells of modrons, making the best of both worlds, as it were. By keeping a piece of the modron brain within the body, not only do we cure the modron madness, we also ensure that there’s a build-in tendency to follow orders in the new modronoids. Of course, it tends to slow down the mental processes of some bashers, and it still drives others completely barmy, but that’s a small price to pay for an army of creatures like this, eh?”</em></span></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> Valran even shows them around the place, but he won’t reveal all the secrets. After a while, even a barmy old bird like Valran has to realize the PCs can’t be here by coincidence. That’s when he starts getting suspicious.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> Of course, if the PCs and Valran crossed swords when last they met, Valran instantly shrieks for the guards when he catches the party in his precious keep.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"><span style="color: orange">V<span style="font-size: 12px">ALRAN</span> S<span style="font-size: 12px">TONEFIST</span></span> (Pl/Æ modronoid/M13/N): AC 2; MV 15, Fl 3(E); HD 10+10; hp 90; THAC0 11; #AT 10; Dmg 1d4 (×10); SA spells; MR 10%; SZ M (7′ tall); ML steady (13); Int exceptional (16); XP 11,000.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> Notes: Telepathic communication to a range of 44 miles. Though decatons normally cast spells as 10th-level clerics, Valran doesn’t receive spells from Primus; he does, however, retain his wizardly spellcasting abilities. Spell-like abilities only affect modrons, 1/round, at will: <em>cure</em> 1 point of damage for all modrons within 144 feet, <em>cure disease</em> in a 12-foot radius; <em>heal</em> by touch up to 10 modrons/round; and <em>remove paralysis</em> by touch, 10 modrons/round.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <em>Personality:</em> Valran’s barmier than ever.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <em>Spells</em> (5/5/5/4/4/2): 1st—<em>color spray, friends, hypnotism, mending, shocking grasp;</em> 2nd—<em>bind, forget, shatter, stinking cloud, web;</em> 3rd—<em>blink, lightning bolt, slow, suggestion, wraithform;</em> 4th—<em>Evard’s black tentacles, fumble, polymorph other, shout</em>; 5th—<em>cone of cold, fabricate, telekinesis, wall of iron</em>; 6th—<em>disintegrate, globe of invulnerability</em>.</span></p> </p><p></p><p><span style="color: blue">For comparison, here's Valran's statblock as a human (note he was a little lower level back then) plus those of a decaton modron.</span></p><p style="margin-left: 20px"></p><p style="text-align: justify"><span style="font-family: 'times new roman'"><span style="color: orange">V<span style="font-size: 12px">ALRAN</span> S<span style="font-size: 12px">TONEFIST</span></span> (Pl/♂ human/M7/Society of Sensation/CN): AC 3 (<em>bracers of defense AC 4</em>, Dex); MV 12; hp 18; THAC018; #AT 1; Dmg 1d6+1; SZ M (5′ tall); ML steady (13); XP 420 each.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> S 6, D 15, C 10, I 16, W 9, Ch 12.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <em>Personality:</em> Valran is barmy, no doubt about that. His manner is a collection of odd ticks and jerks, and he swings from one mood to another with no warning. He’s fanatically devoted to the pursuit of knowledge.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <em>Special Equipment: staff of striking</em> (20 charges), <em>eyes of minute seeing</em>, <em>helm of comprehending languages and reading magic</em>.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <em>Spells</em> (4/3/2/1): 1st—<em>friends,hypnotism, mending, shocking grasp;</em> 2nd—<em>bind, forget, web;</em> 3rd—<em>suggestion, wraithform;</em> 4th—<em>polymorph other</em>.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"></span></p><p style="text-align: center"><span style="font-family: 'times new roman'"><span style="font-size: 22px"><span style="color: orange"><strong>APPENDIX</strong></span></span></p></p> <p style="text-align: justify"></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'">All modrons possess the following abilities and immunities:</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <table style='width: 100%'><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>unaffected by any illusions or magic that affects the mind, such as <em>beguilement, charm, domination, hold, hypnosis</em>, and <em>sleep</em>;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>immune to <em>fear</em> and other emotion spells;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>attacks that draw from the Positive and Negative Energy Planes (such as life draining) are ineffective;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>save versus cold, fire, and acid with a +1 bonus, and suffer damage from such attacks with a –1 modifier per die;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>all modrons on the March (but not in general) have maximum hit points.</td></tr></table></p> <p style="text-align: justify">Modrons of hierarch level (decaton rank and higher) have the following additional abilities:</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <table style='width: 100%'><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>never surprised;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>never roll initiative, and may choose when to act in any round;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>spell-like abilities, once per round, at will: <em>clairaudience, clairvoyance, command, dimension door, teleport without error</em>, and <em>wall of force</em>;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>immune to psionics;</td></tr><tr><td><span style="color: orange"><strong>✦</strong></span></td><td>telepathic communication, to a range specified in each modron’s entry below.</td></tr></table></p> <p style="text-align: justify"></span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"><span style="color: orange">D<span style="font-size: 12px">ECATON</span>:</span> AC 2; MV 15, Fl 3(E); HD 10+10; hp 90; THAC0 11; #AT 10; Dmg 1d4 (×10); SA spells; MR 10%; SZ M (7′ tall); ML fearless (20); Int high (13); AL LN; XP 9,000.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> Notes: Telepathic communication to a range of 44 miles. Decatons cast spells as 10th-level clerics.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> SA—Spell-like abilities only affect modrons, 1/round, at will: <em>cure</em> 1 point of damage for all modrons within 144 feet, <em>cure disease</em> in a 12-foot radius; <em>heal</em> by touch up to 10 modrons/round; and <em>remove paralysis</em> by touch, 10 modrons/round.</span></p> <p style="text-align: justify"><span style="font-family: 'times new roman'"> <em>Spells</em> (4/4/3/3/2): 1st—<em>combine, protection from evil, sanctuary</em> (×2); 2nd—<em>aid, find traps, slow poison, withdraw</em>; 3rd—<em>dispel magic, prayer, water breathing</em>; 4th—<em>neutralize poison, protection from evil 10-foot-radius, spell immunity</em>; 5th—<em>dispel evil, dispel good</em>.</span></p> </p><p></p><p><span style="color: blue">Note that neither the Valran Modronoid's or Decaton's statblock lists the standard abilities of a hierarch modron—which includes at-will <em>wall of force</em> and immunity to energy drain. Which are not insignificant features!</span></p></blockquote><p></p>
[QUOTE="Cleon, post: 9481453, member: 57383"] Here's the relevant section from [I]The Great Modron March[/I] (1997). [B][I][SIZE=5]From Page 107 & 109:[/SIZE][/I][/B] (Page 108 was a map) [INDENT][JUSTIFY][FONT=times new roman] Valran Stonefist’s changed considerably since the PCs saw him last. They won’t recognize him until he speaks to them. He’s placed himself in the body of a decaton, and he’s learning how to enjoy life inside his metal body. If the PCs were on good terms with him the last time they saw him, then he simply assumes they’ve come to join the Tacharim cause. He greets them in a friendly manner, telling them of his new discoveries and how he came to inhabit the body of a decaton. [COLOR=orange][I]Valran explains. “As you know, I’d been working on transplanting living humanoid minds into the shells of modrons, making the best of both worlds, as it were. By keeping a piece of the modron brain within the body, not only do we cure the modron madness, we also ensure that there’s a build-in tendency to follow orders in the new modronoids. Of course, it tends to slow down the mental processes of some bashers, and it still drives others completely barmy, but that’s a small price to pay for an army of creatures like this, eh?”[/I][/COLOR] Valran even shows them around the place, but he won’t reveal all the secrets. After a while, even a barmy old bird like Valran has to realize the PCs can’t be here by coincidence. That’s when he starts getting suspicious. Of course, if the PCs and Valran crossed swords when last they met, Valran instantly shrieks for the guards when he catches the party in his precious keep. [COLOR=orange]V[SIZE=3]ALRAN[/SIZE] S[SIZE=3]TONEFIST[/SIZE][/COLOR] (Pl/Æ modronoid/M13/N): AC 2; MV 15, Fl 3(E); HD 10+10; hp 90; THAC0 11; #AT 10; Dmg 1d4 (×10); SA spells; MR 10%; SZ M (7′ tall); ML steady (13); Int exceptional (16); XP 11,000. Notes: Telepathic communication to a range of 44 miles. Though decatons normally cast spells as 10th-level clerics, Valran doesn’t receive spells from Primus; he does, however, retain his wizardly spellcasting abilities. Spell-like abilities only affect modrons, 1/round, at will: [I]cure[/I] 1 point of damage for all modrons within 144 feet, [I]cure disease[/I] in a 12-foot radius; [I]heal[/I] by touch up to 10 modrons/round; and [I]remove paralysis[/I] by touch, 10 modrons/round. [I]Personality:[/I] Valran’s barmier than ever. [I]Spells[/I] (5/5/5/4/4/2): 1st—[I]color spray, friends, hypnotism, mending, shocking grasp;[/I] 2nd—[I]bind, forget, shatter, stinking cloud, web;[/I] 3rd—[I]blink, lightning bolt, slow, suggestion, wraithform;[/I] 4th—[I]Evard’s black tentacles, fumble, polymorph other, shout[/I]; 5th—[I]cone of cold, fabricate, telekinesis, wall of iron[/I]; 6th—[I]disintegrate, globe of invulnerability[/I].[/FONT][/JUSTIFY] [/INDENT] [COLOR=blue]For comparison, here's Valran's statblock as a human (note he was a little lower level back then) plus those of a decaton modron.[/COLOR] [INDENT] [JUSTIFY][FONT=times new roman][COLOR=orange]V[SIZE=3]ALRAN[/SIZE] S[SIZE=3]TONEFIST[/SIZE][/COLOR] (Pl/♂ human/M7/Society of Sensation/CN): AC 3 ([I]bracers of defense AC 4[/I], Dex); MV 12; hp 18; THAC018; #AT 1; Dmg 1d6+1; SZ M (5′ tall); ML steady (13); XP 420 each. S 6, D 15, C 10, I 16, W 9, Ch 12. [I]Personality:[/I] Valran is barmy, no doubt about that. His manner is a collection of odd ticks and jerks, and he swings from one mood to another with no warning. He’s fanatically devoted to the pursuit of knowledge. [I]Special Equipment: staff of striking[/I] (20 charges), [I]eyes of minute seeing[/I], [I]helm of comprehending languages and reading magic[/I]. [I]Spells[/I] (4/3/2/1): 1st—[I]friends,hypnotism, mending, shocking grasp;[/I] 2nd—[I]bind, forget, web;[/I] 3rd—[I]suggestion, wraithform;[/I] 4th—[I]polymorph other[/I]. [CENTER][SIZE=6][COLOR=orange][B]APPENDIX[/B][/COLOR][/SIZE][/CENTER] All modrons possess the following abilities and immunities: [TABLE] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]unaffected by any illusions or magic that affects the mind, such as [I]beguilement, charm, domination, hold, hypnosis[/I], and [I]sleep[/I];[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]immune to [I]fear[/I] and other emotion spells;[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]attacks that draw from the Positive and Negative Energy Planes (such as life draining) are ineffective;[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]save versus cold, fire, and acid with a +1 bonus, and suffer damage from such attacks with a –1 modifier per die;[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]all modrons on the March (but not in general) have maximum hit points.[/TD] [/TR] [/TABLE] Modrons of hierarch level (decaton rank and higher) have the following additional abilities: [TABLE] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]never surprised;[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]never roll initiative, and may choose when to act in any round;[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]spell-like abilities, once per round, at will: [I]clairaudience, clairvoyance, command, dimension door, teleport without error[/I], and [I]wall of force[/I];[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]immune to psionics;[/TD] [/TR] [TR] [TD][COLOR=orange][B]✦[/B][/COLOR][/TD] [TD]telepathic communication, to a range specified in each modron’s entry below.[/TD] [/TR] [/TABLE] [COLOR=orange]D[SIZE=3]ECATON[/SIZE]:[/COLOR] AC 2; MV 15, Fl 3(E); HD 10+10; hp 90; THAC0 11; #AT 10; Dmg 1d4 (×10); SA spells; MR 10%; SZ M (7′ tall); ML fearless (20); Int high (13); AL LN; XP 9,000. Notes: Telepathic communication to a range of 44 miles. Decatons cast spells as 10th-level clerics. SA—Spell-like abilities only affect modrons, 1/round, at will: [I]cure[/I] 1 point of damage for all modrons within 144 feet, [I]cure disease[/I] in a 12-foot radius; [I]heal[/I] by touch up to 10 modrons/round; and [I]remove paralysis[/I] by touch, 10 modrons/round. [I]Spells[/I] (4/4/3/3/2): 1st—[I]combine, protection from evil, sanctuary[/I] (×2); 2nd—[I]aid, find traps, slow poison, withdraw[/I]; 3rd—[I]dispel magic, prayer, water breathing[/I]; 4th—[I]neutralize poison, protection from evil 10-foot-radius, spell immunity[/I]; 5th—[I]dispel evil, dispel good[/I].[/FONT][/JUSTIFY][/INDENT] [COLOR=blue]Note that neither the Valran Modronoid's or Decaton's statblock lists the standard abilities of a hierarch modron—which includes at-will [i]wall of force[/i] and immunity to energy drain. Which are not insignificant features![/COLOR] [/QUOTE]
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