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<blockquote data-quote="Cleon" data-source="post: 9611025" data-attributes="member: 57383"><p>Agreed.</p><p></p><p></p><p></p><p>It's pretty much as you predicted.</p><p></p><p>Valran has all the decaton's abilities apart from its spellcasting. It can even use a decaton's SLAs and telepathy.</p><p></p><p>Here's the "modronoid version" statblock:</p><p style="margin-left: 20px"></p><p style="text-align: justify"><strong>VALRAN STONEFIST</strong> (Pl/Ø 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.</p> <p style="text-align: justify"> 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.</p> <p style="text-align: justify"> <em>Personality:</em> Valran’s barmier than ever.</p> <p style="text-align: justify"> <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>.</p> </p><p></p><p>For comparison, here's Valran's human statblock. It's from a lot earlier in the adventure so he's a lower-level magic-user to balance the lower level PCs.</p><p style="margin-left: 20px"></p><p style="text-align: justify"><strong>VALRAN STONEFIST</strong> (Pl/♂ human/M7/Society of Sensation/CN): AC 3 (<em>bracers of defense AC 4</em>, Dex); MV 12; hp 18; THAC0 18; #AT 1; Dmg 1d6+1; SZ M (5′ tall); ML steady (13); XP 420 each.</p> <p style="text-align: justify"> S 6, D 15, C 10, I 16, W 9, Ch 12.</p> <p style="text-align: justify"> <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.</p> <p style="text-align: justify"> <em>Special Equipment: staff of striking</em> (20 charges), <em>eyes of minute seeing</em>, <em>helm of comprehending languages and reading magic</em>.</p> <p style="text-align: justify"> <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>.</p> </p><p></p><p>Also, <em>The Great Modron March</em> Appendix offered this statblock for the hierarch host modron:</p><p style="margin-left: 20px"></p><p style="text-align: justify"><strong>DECATON:</strong> 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.</p> <p style="text-align: justify"> Notes: Telepathic communication to a range of 44 miles. Decatons cast spells as 10th-level clerics.</p> <p style="text-align: justify"> 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.</p> <p style="text-align: justify"> <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>.</p> <p style="text-align: justify"></p> </p></blockquote><p></p>
[QUOTE="Cleon, post: 9611025, member: 57383"] Agreed. It's pretty much as you predicted. Valran has all the decaton's abilities apart from its spellcasting. It can even use a decaton's SLAs and telepathy. Here's the "modronoid version" statblock: [INDENT] [JUSTIFY][B]VALRAN STONEFIST[/B] (Pl/Ø 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].[/JUSTIFY] [/INDENT] For comparison, here's Valran's human statblock. It's from a lot earlier in the adventure so he's a lower-level magic-user to balance the lower level PCs. [INDENT] [JUSTIFY][B]VALRAN STONEFIST[/B] (Pl/♂ human/M7/Society of Sensation/CN): AC 3 ([I]bracers of defense AC 4[/I], Dex); MV 12; hp 18; THAC0 18; #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].[/JUSTIFY] [/INDENT] Also, [I]The Great Modron March[/I] Appendix offered this statblock for the hierarch host modron: [INDENT] [JUSTIFY][B]DECATON:[/B] 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]. [/JUSTIFY][/INDENT] [/QUOTE]
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