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<blockquote data-quote="Cleon" data-source="post: 9891975" data-attributes="member: 57383"><p>Come to think of it, there is one.</p><p></p><p>The adventure "Diplomacy by Christopher Wissel in <em>Dungeon #144</em> (March 2007) has a Tertian Modron, so here's the comparison:</p><p></p><p><span style="font-size: 22px"><strong>AD&D Stats</strong></span></p><p><strong><span style="font-size: 18px">TERTIAN</span></strong></p><table style='width: 100%'><tr><td><strong>CLIMATE/TERRAIN: </strong></td><td>Mechanus</td></tr><tr><td><strong>FREQUENCY: </strong></td><td>Very rare</td></tr><tr><td><strong>ORGANIZATION: </strong></td><td>Hierarchy</td></tr><tr><td><strong>ACTIVITY CYCLE: </strong></td><td>Any</td></tr><tr><td><strong>DIET: </strong></td><td>Special</td></tr><tr><td><strong>INTELLIGENCE: </strong></td><td>Supra-genius</td></tr><tr><td><strong>TREASURE: </strong></td><td>Nil</td></tr><tr><td><strong>ALIGNMENT: </strong></td><td>Lawful neutral</td></tr><tr><td><strong>NO. APPEARING: </strong></td><td>1 (of 9)</td></tr><tr><td><strong>ARMOR CLASS: </strong></td><td>–5</td></tr><tr><td><strong>MOVEMENT: </strong></td><td>12</td></tr><tr><td><strong>HIT DICE: </strong></td><td>17+17</td></tr><tr><td><strong>THAC0: </strong></td><td>3</td></tr><tr><td><strong>NO. OF ATTACKS: </strong></td><td>3</td></tr><tr><td><strong>DAMAGE/ATTACK: </strong></td><td>5d8 (×3)</td></tr><tr><td><strong>SPECIAL ATTACKS: </strong></td><td>See below</td></tr><tr><td><strong>SPECIAL DEFENSES: </strong></td><td>See below</td></tr><tr><td><strong>MAGIC RESISTANCE: </strong></td><td>80%</td></tr><tr><td><strong>SIZE: </strong></td><td>L</td></tr><tr><td><strong>MORALE: </strong></td><td>Fearless (20)</td></tr><tr><td><strong>XP VALUE:</strong></td><td>18,000</td></tr></table><p></p><p><span style="color: blue">Didn't bother copying the special abilities as they're pretty much the same as the 3.0 version</span></p><p></p><p><span style="font-size: 22px"><strong>3.0 Stats</strong></span></p><p><strong><span style="font-size: 18px">TERTIAN (Hierarch Modron)</span></strong></p><p><span style="font-size: 15px">Large Outsider</span></p><p><span style="font-size: 15px"><strong>Hit Dice:</strong> 17d8+85 (161 hp)</span></p><p><span style="font-size: 15px"><strong>Initiative:</strong> +7</span></p><p><span style="font-size: 15px"><strong>Speed:</strong> 30 ft.</span></p><p><span style="font-size: 15px"><strong>Armor Class:</strong> 31 (–1 size, +3 Dex, +19 natural)</span></p><p><span style="font-size: 15px"><strong>Attacks:</strong> 2 slams +22 melee, tail slap +20 melee</span></p><p><span style="font-size: 15px"><strong>Damage:</strong> Slam 2d8+6, tail slap 2d8+3</span></p><p><span style="font-size: 15px"><strong>Space/Reach:</strong> 5 ft. by 5ft./10 ft.</span></p><p><span style="font-size: 15px"><strong>Special Attacks:</strong> Spell-like abilities, spells, stun</span></p><p><span style="font-size: 15px"><strong>Special Qualities:</strong> Damage reduction 40/+4, modron traits, outsider traits, psionics immunity, resistances, SR 31, telepathy</span></p><p><span style="font-size: 15px"><strong>Saves:</strong> Fort +15, Ref +13, Will +16</span></p><p><span style="font-size: 15px"><strong>Abilities:</strong> Str 22, Dex 17, Con 20, Int 20, Wis 22, Cha 22</span></p><p><span style="font-size: 15px"><strong>Skills:</strong> 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</span></p><p><span style="font-size: 15px"><strong>Feats:</strong> Alertness, Blind-Fight, Improved Initiative, Multiattack, Spell Penetration</span></p><p><span style="font-size: 15px"><strong>Climate/Terrain:</strong> Any land</span></p><p><span style="font-size: 15px"><strong>Organization:</strong> Solitary</span></p><p><span style="font-size: 15px"><strong>Challenge Rating:</strong> 16</span></p><p><span style="font-size: 15px"><strong>Treasure:</strong> None</span></p><p><span style="font-size: 15px"><strong>Alignment:</strong> Always lawful neutral</span></p><p><span style="font-size: 15px"><strong>Advancement:</strong> 18–51 HD (Large)</span></p><p></p><p><strong><span style="font-size: 18px">Combat </span></strong></p><p><span style="font-size: 15px">A tertian attacks with its spells, spell-like abilities, fists, and tail in combat. </span></p><p><span style="font-size: 15px"><strong> Spell-Like Abilities:</strong> At will—<em>clairaudience/clairvoyance, command, dimension door, teleport without error </em>(self plus 50 pounds of objects only), and <em>wall of force. </em>These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level). </span></p><p><span style="font-size: 15px"><strong> Spells:</strong> 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.</span></p><p><span style="font-size: 15px"><strong>Stun (Ex):</strong> Any creature hit by the tertian’s tail slap must make a successful Fortitude save (DC 24) or be stunned for 3d4 rounds. </span></p><p><span style="font-size: 15px"><strong> Modron Traits:</strong> Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits. </span></p><p><span style="font-size: 15px"><strong> Outsider Traits:</strong> Darkvision 60 ft.; cannot be raised or resurrected. </span></p><p><span style="font-size: 15px"><strong> Psionics Immunity (Ex):</strong> Immune to all psionic attacks. </span></p><p><span style="font-size: 15px"><strong> Resistances (Ex):</strong> Acid, cold, and fire resistance 10. 17 </span></p><p><span style="font-size: 15px"><strong> Telepathy (Su):</strong> A tertian can communicate telepathically with any creature within 405 miles that has a language.</span></p><p></p><p><strong><span style="font-size: 22px">3.5 Stats</span></strong></p><table style='width: 100%'><tr><td style='width: 581px'><span style="font-size: 18px">Tertian modron</span><br /> <strong><span style="font-size: 15px">CR 19</span></strong><span style="font-size: 15px"><br /> LN Large construct (extraplanar, lawful)<br /> Web enhancement for <em>Manual of the Planes</em> (updated to 3.5)<br /> <strong>Init</strong> 18 (fixed); <strong>Senses</strong> darkvision 60 ft.; Listen +38, Spot +38<br /> <strong>Languages</strong> Modron; telepathy 405 miles</span></td></tr><tr><td style='width: 581px'><strong><span style="font-size: 15px">AC</span></strong><span style="font-size: 15px"> 39, touch 14, flat-footed 34<br /> <strong>hp</strong> 199 (26 HD); <strong>DR</strong> 15/adamantine and chaotic<br /> <strong>Immune</strong> construct traits<br /> <strong>Resist</strong> acid 10, cold 10, fire 10; <strong>SR</strong> 31<br /> <strong>Fort</strong> +10, <strong>Ref</strong> +13, <strong>Will</strong> +17</span></td></tr><tr><td style='width: 581px'><strong><span style="font-size: 15px">Spd</span></strong><span style="font-size: 15px"> 30 ft.<br /> <strong>Melee*</strong> tail slap +30 (4d6+22 plus stunning blow) and<br /> 2 slams +27 (2d6+11)<br /> <strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.<br /> <strong>Base</strong> <strong>Atk</strong> +19; <strong>Grp</strong> +36<br /> <strong>Atk</strong> <strong>Options</strong> Cleave, Power Attack<br /> <strong>Spells Known</strong> (CL 19th; +23 ranged touch)<br /> 9th (4/day)—<em>gate</em>, <em>time stop</em><br /> 8th (7/day)—<em>demand</em> (DC 26), <em>dimensional lock</em>, <em>shield of law</em> (DC 26)<br /> 7th (7/day)—<em>dictum</em>, <em>greater scrying</em> (DC 25), <em>plane shift</em> (DC 25)<br /> 6th (7/day)—<em>antimagic field</em>, <em>greater dispel magic</em>, <em>symbol of persuasion</em> (DC 24)<br /> 5th (7/day)—<em>dismissal</em>, <em>dispel chaos</em>, <em>hold monster</em> (DC 23), <em>sending</em><br /> 4th (8/day)—<em>dimensional anchor</em>, <em>charm monster</em> (DC 22), <em>freedom of movement</em>, <em>order's wrath</em> (DC 22)<br /> 3rd (8/day)—<em>dispel magic</em>, <em>fly</em>, <em>haste</em>, <em>protection from energy</em><br /> 2nd (8/day)—<em>detect thoughts</em> (DC 20), <em>hold person</em> (DC 20), <em>calm emotions</em> (DC 20), <em>levitate</em>, <em>locate object</em><br /> 1st (8/day)—<em>cure light wounds</em>, <em>divine favor</em>, <em>mage armor</em>, <em>shield</em>, <em>protection from chaos</em><br /> 0 (6/day)—<em>arcane mark</em>, <em>cure minor wounds</em>, <em>detect magic</em>, <em>ghost sound</em> (DC 17), <em>mage hand</em>, <em>mending</em>, <em>open/close</em>, <em>prestidigitation</em>, <em>read magic</em><br /> <strong>Spell-Like Abilities</strong> (CL 19th)<br /> At-will—<em>clairaudience/clairvoyance</em>, command (DC 19), <em>greater teleport</em> (self plus 50 pounds of objects only), <em>wall of force</em><br /> 3/day—quickened <em>wall of force</em><br /> * 5-point Power Attack</span></td></tr><tr><td style='width: 581px'><strong><span style="font-size: 15px">Abilities</span></strong><span style="font-size: 15px"> Str 36, Dex 21, Con —, Int 30, Wis 28, Cha 26<br /> <strong>SQ</strong> fixed initiative<br /> <strong>Feats</strong> Cleave, Empower Spell, Extend Spell, Great Fortitude, Improved Toughness (+1 hp/HD), Maximize Spell, Multiattack, Power Attack, Quicken Spell-Like Ability (<em>wall of force</em>)<br /> <strong>Skills</strong> 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</span></td></tr><tr><td style='width: 581px'><strong><span style="font-size: 15px">Fixed Initiative (Ex)</span></strong><span style="font-size: 15px"> 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.<br /> <strong>Spells</strong> 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.<br /> <strong>Stunning Blow (Ex)</strong> 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.</span></td></tr></table></blockquote><p></p>
[QUOTE="Cleon, post: 9891975, member: 57383"] Come to think of it, there is one. The adventure "Diplomacy by Christopher Wissel in [I]Dungeon #144[/I] (March 2007) has a Tertian Modron, so here's the comparison: [SIZE=6][B]AD&D Stats[/B][/SIZE] [B][SIZE=5]TERTIAN[/SIZE][/B] [TABLE width="100%"] [TR] [td][B]CLIMATE/TERRAIN: [/B][/td][td]Mechanus[/td] [/TR] [TR] [td][B]FREQUENCY: [/B][/td][td]Very rare[/td] [/TR] [TR] [td][B]ORGANIZATION: [/B][/td][td]Hierarchy[/td] [/TR] [TR] [td][B]ACTIVITY CYCLE: [/B][/td][td]Any[/td] [/TR] [TR] [td][B]DIET: [/B][/td][td]Special[/td] [/TR] [TR] [td][B]INTELLIGENCE: [/B][/td][td]Supra-genius[/td] [/TR] [TR] [td][B]TREASURE: [/B][/td][td]Nil[/td] [/TR] [TR] [td][B]ALIGNMENT: [/B][/td][td]Lawful neutral[/td] [/TR] [TR] [td][B]NO. APPEARING: [/B][/td][td]1 (of 9)[/td] [/TR] [TR] [td][B]ARMOR CLASS: [/B][/td][td]–5[/td] [/TR] [TR] [td][B]MOVEMENT: [/B][/td][td]12[/td] [/TR] [TR] [td][B]HIT DICE: [/B][/td][td]17+17[/td] [/TR] [TR] [td][B]THAC0: [/B][/td][td]3[/td] [/TR] [TR] [td][B]NO. OF ATTACKS: [/B][/td][td]3[/td] [/TR] [TR] [td][B]DAMAGE/ATTACK: [/B][/td][td]5d8 (×3)[/td] [/TR] [TR] [td][B]SPECIAL ATTACKS: [/B][/td][td]See below[/td] [/TR] [TR] [td][B]SPECIAL DEFENSES: [/B][/td][td]See below[/td] [/TR] [TR] [td][B]MAGIC RESISTANCE: [/B][/td][td]80%[/td] [/TR] [TR] [td][B]SIZE: [/B][/td][td]L[/td] [/TR] [TR] [td][B]MORALE: [/B][/td][td]Fearless (20)[/td] [/TR] [TR] [td][B]XP VALUE:[/B][/td][td]18,000[/td] [/TR] [/TABLE] [COLOR=blue]Didn't bother copying the special abilities as they're pretty much the same as the 3.0 version[/COLOR] [SIZE=6][B]3.0 Stats[/B][/SIZE] [B][SIZE=5]TERTIAN (Hierarch Modron)[/SIZE][/B] [SIZE=4]Large Outsider [B]Hit Dice:[/B] 17d8+85 (161 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 30 ft. [B]Armor Class:[/B] 31 (–1 size, +3 Dex, +19 natural) [B]Attacks:[/B] 2 slams +22 melee, tail slap +20 melee [B]Damage:[/B] Slam 2d8+6, tail slap 2d8+3 [B]Space/Reach:[/B] 5 ft. by 5ft./10 ft. [B]Special Attacks:[/B] Spell-like abilities, spells, stun [B]Special Qualities:[/B] Damage reduction 40/+4, modron traits, outsider traits, psionics immunity, resistances, SR 31, telepathy [B]Saves:[/B] Fort +15, Ref +13, Will +16 [B]Abilities:[/B] Str 22, Dex 17, Con 20, Int 20, Wis 22, Cha 22 [B]Skills:[/B] 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 [B]Feats:[/B] Alertness, Blind-Fight, Improved Initiative, Multiattack, Spell Penetration [B]Climate/Terrain:[/B] Any land [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 16 [B]Treasure:[/B] None [B]Alignment:[/B] Always lawful neutral [B]Advancement:[/B] 18–51 HD (Large)[/SIZE] [B][SIZE=5]Combat [/SIZE][/B] [SIZE=4]A tertian attacks with its spells, spell-like abilities, fists, and tail in combat. [B] Spell-Like Abilities:[/B] At will—[I]clairaudience/clairvoyance, command, dimension door, teleport without error [/I](self plus 50 pounds of objects only), and [I]wall of force. [/I]These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level). [B] Spells:[/B] 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. [B]Stun (Ex):[/B] Any creature hit by the tertian’s tail slap must make a successful Fortitude save (DC 24) or be stunned for 3d4 rounds. [B] Modron Traits:[/B] Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits. [B] Outsider Traits:[/B] Darkvision 60 ft.; cannot be raised or resurrected. [B] Psionics Immunity (Ex):[/B] Immune to all psionic attacks. [B] Resistances (Ex):[/B] Acid, cold, and fire resistance 10. 17 [B] Telepathy (Su):[/B] A tertian can communicate telepathically with any creature within 405 miles that has a language.[/SIZE] [B][SIZE=6]3.5 Stats[/SIZE][/B] [TABLE width="100%"] [TR] [td width="581px"][SIZE=5]Tertian modron[/SIZE] [B][SIZE=4]CR 19[/SIZE][/B][SIZE=4] LN Large construct (extraplanar, lawful) Web enhancement for [I]Manual of the Planes[/I] (updated to 3.5) [B]Init[/B] 18 (fixed); [B]Senses[/B] darkvision 60 ft.; Listen +38, Spot +38 [B]Languages[/B] Modron; telepathy 405 miles[/SIZE][/td] [/TR] [TR] [td width="581px"][B][SIZE=4]AC[/SIZE][/B][SIZE=4] 39, touch 14, flat-footed 34 [B]hp[/B] 199 (26 HD); [B]DR[/B] 15/adamantine and chaotic [B]Immune[/B] construct traits [B]Resist[/B] acid 10, cold 10, fire 10; [B]SR[/B] 31 [B]Fort[/B] +10, [B]Ref[/B] +13, [B]Will[/B] +17[/SIZE][/td] [/TR] [TR] [td width="581px"][B][SIZE=4]Spd[/SIZE][/B][SIZE=4] 30 ft. [B]Melee*[/B] tail slap +30 (4d6+22 plus stunning blow) and 2 slams +27 (2d6+11) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Base[/B] [B]Atk[/B] +19; [B]Grp[/B] +36 [B]Atk[/B] [B]Options[/B] Cleave, Power Attack [B]Spells Known[/B] (CL 19th; +23 ranged touch) 9th (4/day)—[I]gate[/I], [I]time stop[/I] 8th (7/day)—[I]demand[/I] (DC 26), [I]dimensional lock[/I], [I]shield of law[/I] (DC 26) 7th (7/day)—[I]dictum[/I], [I]greater scrying[/I] (DC 25), [I]plane shift[/I] (DC 25) 6th (7/day)—[I]antimagic field[/I], [I]greater dispel magic[/I], [I]symbol of persuasion[/I] (DC 24) 5th (7/day)—[I]dismissal[/I], [I]dispel chaos[/I], [I]hold monster[/I] (DC 23), [I]sending[/I] 4th (8/day)—[I]dimensional anchor[/I], [I]charm monster[/I] (DC 22), [I]freedom of movement[/I], [I]order's wrath[/I] (DC 22) 3rd (8/day)—[I]dispel magic[/I], [I]fly[/I], [I]haste[/I], [I]protection from energy[/I] 2nd (8/day)—[I]detect thoughts[/I] (DC 20), [I]hold person[/I] (DC 20), [I]calm emotions[/I] (DC 20), [I]levitate[/I], [I]locate object[/I] 1st (8/day)—[I]cure light wounds[/I], [I]divine favor[/I], [I]mage armor[/I], [I]shield[/I], [I]protection from chaos[/I] 0 (6/day)—[I]arcane mark[/I], [I]cure minor wounds[/I], [I]detect magic[/I], [I]ghost sound[/I] (DC 17), [I]mage hand[/I], [I]mending[/I], [I]open/close[/I], [I]prestidigitation[/I], [I]read magic[/I] [B]Spell-Like Abilities[/B] (CL 19th) At-will—[I]clairaudience/clairvoyance[/I], command (DC 19), [I]greater teleport[/I] (self plus 50 pounds of objects only), [I]wall of force[/I] 3/day—quickened [I]wall of force[/I] * 5-point Power Attack[/SIZE][/td] [/TR] [TR] [td width="581px"][B][SIZE=4]Abilities[/SIZE][/B][SIZE=4] Str 36, Dex 21, Con —, Int 30, Wis 28, Cha 26 [B]SQ[/B] fixed initiative [B]Feats[/B] Cleave, Empower Spell, Extend Spell, Great Fortitude, Improved Toughness (+1 hp/HD), Maximize Spell, Multiattack, Power Attack, Quicken Spell-Like Ability ([I]wall of force[/I]) [B]Skills[/B] 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[/SIZE][/td] [/TR] [TR] [td width="581px"][B][SIZE=4]Fixed Initiative (Ex)[/SIZE][/B][SIZE=4] 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. [B]Spells[/B] 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. [B]Stunning Blow (Ex)[/B] 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.[/SIZE][/td] [/TR] [/TABLE] [SIZE=4][/SIZE] [/QUOTE]
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