A while ago, a did a take on what I considered "True Slaad", aka an enemy that is actually chaotic enough to represent the described paragons of chaos: D&D 5E - 5e Updates: Monstrous Compendium
I have also run an altered version of Modron. While I generally like the modron, they still are not "ordered enough" for my tastes, so I used a few tweaks to make them even more so. I've run this a few times in different games and generally had a fun experience.
Aura of Order (Pentadrones and higher): Any creature within 100 ft of the modron (including the modron itself) uses a result of 10 when making a d20 roll regardless of the rolled result. When rolling damage, the average result is used. This also applies to ranged attacks made against targets within the aura's radius.
Group Mind: A modron may use the help action to grant a modron of exactly one rank higher a +1 to all d20 rolls. Multiple modron may perform the same action up to +10.
So what these two abilities do is this. A modron either will ALWAYS hit certain party members, and ALWAYS pass their saves....or they will NEVER hit and NEVER pass. But when you have a group of modron, they can work together to bump their bosses result. This often forces the party to target the weaker modron first and take them out in order to get the boss modron below the critical threshold, otherwise the high modron becomes a very scary threat as it never fails to deliver punishment to the party on its turn. You can also do several ranks of modron at once, creating a pyramid that the party has to chop through one layer at a time.
It creates a very fun unique dynamic to combat. while it can be fun for a party to watch a modron go knowing it literally cannot hurt them, it can be terrifying to see the power of a higher level modron they literally cannot stop without some bonus or weakening of its lessers. It often requires a change of tactics from the norm and really solidies the modron as a true exemplar of order.
I have also run an altered version of Modron. While I generally like the modron, they still are not "ordered enough" for my tastes, so I used a few tweaks to make them even more so. I've run this a few times in different games and generally had a fun experience.
Aura of Order (Pentadrones and higher): Any creature within 100 ft of the modron (including the modron itself) uses a result of 10 when making a d20 roll regardless of the rolled result. When rolling damage, the average result is used. This also applies to ranged attacks made against targets within the aura's radius.
Group Mind: A modron may use the help action to grant a modron of exactly one rank higher a +1 to all d20 rolls. Multiple modron may perform the same action up to +10.
So what these two abilities do is this. A modron either will ALWAYS hit certain party members, and ALWAYS pass their saves....or they will NEVER hit and NEVER pass. But when you have a group of modron, they can work together to bump their bosses result. This often forces the party to target the weaker modron first and take them out in order to get the boss modron below the critical threshold, otherwise the high modron becomes a very scary threat as it never fails to deliver punishment to the party on its turn. You can also do several ranks of modron at once, creating a pyramid that the party has to chop through one layer at a time.
It creates a very fun unique dynamic to combat. while it can be fun for a party to watch a modron go knowing it literally cannot hurt them, it can be terrifying to see the power of a higher level modron they literally cannot stop without some bonus or weakening of its lessers. It often requires a change of tactics from the norm and really solidies the modron as a true exemplar of order.