Play-by-Play Generator

Waterdeep: Dungeon of the Mad Mage p. 205

Size
Medium
Type
construct
Alignment
lawful neutral
AC
16 (natural armor)
Hit Points
22 (4d8+4)
Speed
walk 30 ft., fly 30 ft.
Skills
Perception +2
Senses
truesight 120 ft.
Passive Perception
12
Languages
Modron
Challenge
1
STR
12
+1
DEX
14
+2
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
11
+0

Traits

Axiomatic Mind

the generator can't be compelled to act in a manner contrary to its nature or its instructions.

Disintegration

If the generator dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions

Multiattack

The generator makes two fist attacks or four dart attacks.

Fist

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Magic Dart

The generator hurls a magic dart at a target it can see up to 60 feet away from it. The dart hits its target automatically (no attack roll required) for 5 (2d4) force damage.

Variant: Rogue Modrons

A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.

A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.

Other data

description