Play-by-Play Generator

Waterdeep: Dungeon of the Mad Mage p. 205

Tamaño
Mediano
Tipo
construct
Alineamiento
legal neutral
CA
16 (natural armor)
Puntos de golpe
22 (4d8+4)
Velocidad
walk 30 ft., fly 30 ft.
Habilidades
Perception +2
Sentidos
truesight 120 ft.
Percepción pasiva
12
Idiomas
Modron
Desafío
1
FUE
12
+1
DES
14
+2
CON
12
+1
INT
10
+0
SAB
10
+0
CAR
11
+0

Rasgos

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.

Acciones

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.

Otros datos

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