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DECATON (Hierarch Modron)

Medium-Size Outsider

Hit Dice: 10d8+20 (65 hp)

Initiative: +6Speed: 30 ft., fly 10 ft. (poor)

AC: 25 (+2 Dex, +13 natural)

Attacks: 10 tentacles +10 melee

Damage: Tentacle 1d6

Face/Reach: 5 ft. by 5ft./5 ft.

Special Attacks: Spell-like abilities, spells

Special Qualities: All-around vision, damage reduction 20/+2, modron traits, outsider traits, resistances, SR 13, telepathy

Saves: Fort +9, Ref +9, Will +9

Abilities: Str 11, Dex 15, Con 15, Int 14, Wis 14, Cha 14

Skills: Concentration +15, Diplomacy +13, Gather Information +9, Heal +15, Intuit Direction +10, Knowledge (local) +11, Listen +15, Search +10, Sense Motive +9, Spellcraft +13, Spot +15

Feats: Alertness, Improved Initiative, Spell Penetration

Climate/Terrain: Any land

Organization: Solitary

Challenge Rating: 8

Treasure: None

Alignment: Always lawful neutral

Advancement: 11–30 HD (Medium-size)

A decaton appears as a tentacled sphere atop a pair of stumpy legs. Its ten tentacles are spaced evenly around its horizontal circumference. Above these are four eyes, also evenly spaced, and a single mouth, which is located at the very top of its body. Decatons speak their own language, Celestial, Infernal, and the trade tongue of the planes. They receive orders from nonatons and pass them along to pentadrones. The decatons are the lowest order of officials found in modron society. They oversee the base modrons’ physical welfare and serve as the voice of the greater powers to the working class. One decaton is assigned to each of the realm’s sixty-four sectors and reports directly to the sector nonaton. Each sector decaton has a personal staff consisting of 5 pentadrones, 16 quadrones, 81 tridrones, 256 duodrones, and 1,728 monodrones, all reporting to their respective superiors in this chain of command. Each of the remaining thirty-six decatons serves on the staff of one of the modron armies. A decaton can fly by generating a gas that renders it lighter than air. Generally, it rises into the air only while commanding a modron army in the field, to get an overview of the situation.

Combat

A decaton attacks with its spell-like abilities and tentacles in combat.

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, heal, healing circle, remove disease, remove paralysis, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 10th-level sorcerer (save DC 12 + spell level).

Spells: A decaton casts divine spells as a 10th-level cleric (save DC 12 + spell level). It has access to the domains of Law, Protection, and War.

All-Around Vision (Ex):With its four equally spaced eyes, a decaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 10. Telepathy (Su): A decaton can communicate telepathically with any creature within 44 miles that has a language.

NONATON (Hierarch Modron)

Large Outsider

Hit Dice: 11d8+33 (82 hp)

Initiative: +7

Speed: 50 ft.

AC: 25 (–1 size, +3 Dex, +13 natural)

Attacks: 9 tentacles +11 melee

Damage: Tentacle 1d6+1

Face/Reach: 5 ft. by 5ft./10 ft.

Special Attacks: Psionics, spell-like abilities, spells

Special Qualities: All-around vision, damage reduction 20/+2, modron qualities, resistances, SR 15, telepathy

Saves: Fort +10, Ref +10, Will +9

Abilities: Str 13, Dex 16, Con 16, Int 14, Wis 14, Cha 15

Skills: Concentration +18, Diplomacy +18, Gather Information +14, , Hide +9, Intuit Direction +10, Knowledge (local) +11, Listen +10, Search +17, Sense Motive +11, Spellcraft +13, Spot +18

Feats: Alertness, Improved Initiative, Spell Penetration

Climate/Terrain: Any land

Organization: Solitary

Challenge Rating: 10

Treasure: None

Alignment: Always lawful neutral

Advancement: 12–33 HD (Large)

A nonaton appears as a cylinder set vertically on three stumpy legs. Nine tentacles are spaced evenly around the middle of its body, and it has two eyes and two mouths, one of each on either side of its upper portion. Nonatons speak their own language, Celestial, Infernal, and the trade tongue of the planes. They receive orders from octons and pass them along to decatons. These cylindrical modrons act as commissars and chief inspectors for the modron realm. One nonaton is stationed in each of the sixty-four sectors of Regulus to oversee the actions of the decaton assigned there. These nonatons report to their respective octon governors. Eight monitor the loyalties of the thirty-six decatons in the armies, and the remaining nine carry the orders of the octons to underlings throughout the realm. When required, any nonaton may also serve as additional personal staff for an octon. Nonatons usually head the teams that investigate rogue modron reports and handle small-party invasions from other planes. In the latter case, they attempt to determine the invaders’ intentions, then act accordingly.

Combat

A nonaton attacks with its tentacles, psionics, and spell-like abilities in combat.

Psionics (Su): At will—detect chaos, detect law, invisibility, plane shift. These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level). Spell-Like Abilities: At will—clairaudience/clairvoyance, command, detect good, detect evil, detect thoughts, dimension door, discern lie, mirror image, slow, teleport without error (self plus 50 pounds of objects only), web, and wall of force; 1/day—power word stun. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).

Spells: A nonaton can cast divine spells as a 12th-level cleric (save DC 12 + spell level). It has access to the domains of Law, Protection, and War.

All-Around Vision (Ex):With its two equally spaced eyes, a nonaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): A nonaton can communicate telepathically with any creature within 63 miles that has a language.

OCTON (Hierarch Modron)

Large Outsider

Hit Dice: 12d8+36 (90 hp)

Initiative: +6

Speed: 30 ft., fly 30 ft. (average)

AC: 26 (–1 size, +2 Dex, +15 natural)

Attacks: 8 tentacles +12 melee

Damage: Tentacle 1d8+1

Face/Reach: 5 ft. by 5ft./10 ft.

Special Attacks: Spell-like abilities, spells

Special Qualities: All-around vision, damage reduction 20/+2, modron traits, outsider traits, psionics immunity, resistances, SR 17, telepathy

Saves: Fort +11, Ref +10, Will +10

Abilities: Str 13, Dex 15, Con 16, Int 15, Wis 15, Cha 15

Skills: Concentration +14, Diplomacy +17, Gather Information +13, Hide +9, Intuit Direction +9, Knowledge (local) +8, Knowledge (planes) +9, Listen +9, Scry +13, Search +16, Sense Motive +10, Spellcraft +12, Spot +18

Feats: Alertness, Blind-Fight, Improved Initiative, Spell Penetration

Climate/Terrain: Any land

Organization: Solitary

Challenge Rating: 11

Treasure: None

Alignment: Always lawful neutral

Advancement: 13–36 HD (Large)

An octon is a torpedolike creature with two eyes and two mouths, one of each on either side of its pointed head. The creature appears to be wearing a large collar at shoulder level, but this is actually part of its body. Its eight identical tentacle-arms are placed evenly around the collar’s circumference. An octon can move through air or water by forcing either substance through its collar to provide lift and propulsion, as well as significant maneuverability.Octons speak the modron tongue, plus Auran, Celestial, Infernal, and the trade tongue of the planes. They take orders from septons and pass them along to nonatons. Each octon governs one of the sixty-four sectors of Regulus and can request aid from the regional army as needed. The lesser modrons of each cogwheel are wards of the octons, who guard their sectors quite rigidly and see that regulations are obeyed, routine is observed, and reports are correct. When required, these same octons may leave their sectors to serve the septons directly. Each octon has a personal staff of one nonaton, who in turn commands one decaton, who controls a staff of base modrons as noted in its description (above). These forces maintain and guard the sector towers where the octons live. When required, an octon can command one or more additional nonatons into service as personal staff.

Combat

An octon attacks with its spell-like abilities and tentacles.

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, detect good, detect evil, dimension door, haste, telekinesis, teleport without error (self plus 50 pounds of objects only), wall of force, and water walk. These abilities are as the spells cast by a 14th-level sorcerer (save DC 12 + spell level).

Spells: An octon can cast divine spells as a 14th-level cleric (save DC 12 + spell level). It has access to the domains of Law, Protection, and War.

All-Around Vision (Ex):With its two equally spaced eyes, an octon can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Psionics Immunity (Ex): Immune to all psionic attacks.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): An octon can communicate telepathically with any creature within 80 miles that has a language.

SEPTON (Hierarch Modron)

Medium-Size Outsider

Hit Dice: 13d8+39 (97 hp)

Initiative: +6

Speed: 30 ft.

AC: 27 (+2 Dex, +15 natural)

Attacks: 7 claws +15 melee

Damage: Claw 1d6+2

Face/Reach: 5 ft. by 5ft./5 ft.

Special Attacks: Spell-like abilities, spells

Special Qualities: Detect magic, detect thoughts, damage reduction 20/+2, modron qualities, psionics immunity, resistances, SR 20, telepathy

Saves: Fort +11, Ref +10, Will +11

Abilities: Str 15, Dex 15, Con 16, Int 16, Wis 16, Cha 17

Skills: Concentration +18, Diplomacy +21, Gather Information +15, Hide +10, Intuit Direction +12, Knowledge (architecture and engineering) +10. Knowledge (local) +10, Knowledge (planes) +13, Listen +15, Scry +13, Search +13, Sense Motive +12, Spellcraft +13, Spot +15

Feats: Alertness, Blind-Fight, Improved Initiative, Spell Penetration

Climate/Terrain: Any land

Organization: Solitary

Challenge Rating: 12

Treasure: None

Alignment: Always lawful neutral

Advancement: 14–39 HD (Medium-size)

A septon appears as a humanoid with a large, bald head. Like an octon, it has a shoulder collar, though that of the septon is smaller, supporting only seven identical arms. This collar enables the creature to move underwater, but not through air. A septon has two eyes, one nose, and one mouth, all placed on the same side of its head. However, it has seven senses, all of which operate continuously: hearing, sight, smell, taste, touch, detect thoughts, and detect magic. Septons speak the modron language, Auran, Celestial, Infernal, and the trade tongue of the planes. They receive their orders from hextons and pass them along to octons. Septons maintain order and see that all regulations are obeyed. They travel from place to place in Regulus, inspecting structures, examining work and records, and transferring information from outlying areas to the towers of the quartons, secundi, and Primus itself. In addition to these duties, one septon directly serves each hexton, and others may also be attached to a hexton’s staff as needed. When a septon requires a personal guard, it can command one or more octons to accompany it on its travels.

Combat

A septon attacks with its spells, spell-like abilities, and claws in combat.

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 16th-level sorcerer (save DC 13 + spell level).

Spells: A septon casts arcane spells as a 12th-level sorcerer (save DC 13 + spell level) and divine spells as a 16th-level cleric (save DC 13 + spell level). It has access to the domains of Law, Protection, and War.

Detect Magic (Sp): This effect functions exactly like the spell, except that it is constantly in effect and has a 30- foot range. The creature can suppress this ability at will. If the effect is dispelled, the septon can reactivate it as a free action.

Detect Thoughts (Sp): This effect functions exactly like the spell, except that it is constantly in effect and has a 30-foot range. The creature can suppress this ability at will. If the effect is dispelled, the septon can reactivate it as a free action.

Psionics Immunity (Ex): Immune to all psionic attacks.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): A septon can communicate telepathically with any creature within 190 miles that has a language.

HEXTON (Hierarch Modron)

Large Outsider

Hit Dice: 14d8+42 (105 hp)

Initiative: +7

Speed: 30 ft., fly 30 ft. (average)

AC: 27 (–1 size, +3 Dex, +15 natural)

Attacks: 2 slams +16 melee, 4 claws +14 melee

Damage: Slam 2d6+3, claw 2d4+1

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Spell-like abilities, spells

Special Qualities: Damage reduction 30/+3, modron traits, outsider traits, psionics immunity, resistances, SR 23, telepathy

Saves: Fort +12, Ref +12, Will +13

Abilities: Str 16, Dex 16, Con 17, Int 17, Wis 19, Cha 19

Skills: Concentration +17, Diplomacy +22, Gather Information +15, Hide +10, Intuit Direction +13, Knowledge (architecture and engineering) +12, Knowledge (local) +12, Knowledge (planes) +14, Listen +18, Scry +13, Search +13, Sense Motive +13, Spellcraft +14, Spot +18

Feats: Alertness, Blind-Fight, Improved Initiative, Multiattack

Climate/Terrain: Any land

Organization: Solitary or with guard (12–48 pentadrones)

Challenge Rating: 13

Treasure: None

Alignment: Always lawful neutral

Advancement: 15–42 HD (Large)

A hexton appears as a humanoid with six arms—two large human arms, each ending in a hand with six fingers, plus four tentacles tipped with sharp claws. From its back sprouts a pair of thin, fanlike wings. Hextons speak the modron language, plus Auran, Celestial, Infernal, and the trade tongue of the planes. They receive their orders from quintons and pass them along to septons. Each hexton serves as the general of one of the thirtysix modron armies. One of these armies is attached to each of the sixteen sectors, two serve each of the four secundi, three serve the tertians, and the remaining nine are at the disposal of Primus itself. (Of course, the hextons are unaware of the existence of the hierarchs whom their armies ultimately serve.) Some of the hexton generals also have additional tasks—for example, one serves on the personal staff of each of the twentyfive quintons. Hextons undoubtedly handle additional duties as well, though no one has ever logged all of their posts. There is a 75% chance that any hexton is accompanied by a personal guard consisting of one septon, two octons, three nonatons, five decatons, and twenty-five pentadrones, all fanatic in their dedication.

Combat

A hexton attacks with its spells, spell-like abilities, fists, and claws in combat.

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by an 18th-level sorcerer (save DC 14 + spell level).

Spells: A hexton casts divine spells as an 18th-level cleric (save DC 14 + spell level). It has access to the domains of Law, Protection, and War.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Psionics Immunity (Ex): Immune to all psionic attacks.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): A hexton can communicate telepathically with any creature within 216 miles that has a language.

QUINTON (Hierarch Modron)

Large Outsider

Hit Dice: 15d8+60 (127 hp)

Initiative: +6

Speed: 20 ft., fly 20 ft. (average)

AC: 28 (–1 size, +2 Dex, +17 natural)

Attacks: 4 slams +17 melee, tail slap +15 melee

Damage: Slam 1d8+3, tail slap 1d8+1

Face/Reach: 5 ft. by 5ft./10 ft.

Special Attacks: Spell-like abilities, spells

Special Qualities: Damage reduction 30/+3, modron traits, outsider traits, psionics immunity, resistances, SR 26, telepathy

Saves: Fort +13, Ref +11, Will +13

Abilities: Str 17, Dex 15, Con 18, Int 18, Wis 19, Cha 19

Skills: Concentration +19, Diplomacy +19, Gather Information +19, Hide +12, Intuit Direction +14, Knowledge (arcana) +14, Knowledge (architecture and engineering) +14, Knowledge (local) +14, Knowledge (planes) +16, Listen +17, Scry +19, Search +14, Sense Motive +14, Spellcraft +18, Spot +17

Feats: Alertness, Blind-Fight, Improved Initiative, Multiattack

Climate/Terrain: Any land

Organization: Solitary

Challenge Rating: 14

Treasure: None

Alignment: Always lawful neutral

Advancement: 16–45 HD (Large)

A quinton is a tall, stocky humanoid with four flexible arms jutting out from its shoulders and a prehensile tail that serves as a fifth arm. Each of its five arms ends in a five-fingered hand. From its back sprouts a pair of fanlike wings, similar to those of a hexton. A diamond inscribed in the quinton’s forehead serves as a symbol of rank. Quintons speak the modron tongue, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They receive orders from quartons and pass them along to hextons. The quintons are the bureau chiefs and recordkeepers of Mechanus. Each quinton heads a separate bureau— there is one bureau in each of the regional and quarter towers, plus five in Primus’s tower. Each quinton has one hexton assistant, who in turn can put additional lower-ranked modrons at its supervisor’s disposal.

Combat

A quinton attacks with its spells, spell-like abilities, and fists in combat.

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, detect evil, detect good, detect magic, dimension door, legend lore, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).

Spells: A quinton casts divine spells as a 20th-level cleric (save DC 14 + spell level). It has access to the domains of Law, Protection, and War.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Psionics Immunity (Ex): Immune to all psionic attacks.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): A quinton can communicate telepathically with any creature within 238 miles that has a language.

QUARTON (Hierarch Modron)

Large Outsider

Hit Dice: 16d8+64 (136 hp)

Initiative: +7

Speed: 30 ft, fly 90 ft. (good)

AC: 30 (–1 size, +3 Dex, +18 natural)

Attacks: 4 slams +19 melee

Damage: Slam 2d8+4

Face/Reach: 5 ft. by 5ft./10 ft.

Special Attacks: Spell-like abilities, spells

Special Qualities: Damage reduction 30/+3, modron traits, outsider traits, psionics immunity, resistances, SR 29, telepathy

Saves: Fort +14, Ref +13, Will +15

Abilities: Str 19, Dex 16, Con 19, Int 19, Wis 20, Cha 20

Skills: Concentration +21, Diplomacy +22, Gather Information +20, Hide +13, Intuit Direction +15, Knowledge (arcana) +15, Knowledge (architecture and engineering) +15, Knowledge (local) +15, Knowledge (planes) +17, Listen +18, Scry +20, Search +15, Sense Motive +15, Spellcraft +20, Spot +18

Feats: Alertness, Blind-Fight, Improved Initiative, Improved Unarmed Strike, Spell Penetration

Climate/Terrain: Any land

Organization: Solitary or with guard (36 pentadrones)

Challenge Rating: 15

Treasure: None

Alignment: Always lawful neutral

Advancement: 17–48 HD (Large)

A quarton is a 12-foot-tall humanoid with four jointed arms. A pair of large, fanlike wings sprouts from its back. Quartons speak the modron language, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They take orders from tertians and relay them to quintons. Each quarton administers one of the sixteen sectors of the modron realm. It oversees the operation of the bureau, governors, and army attached to its regions. Each quarton has a personal staff consisting of the quinton and all the lower-ranked hierarchs assigned to its region, plus thirty-six pentadrones that act as a personal guard unit.

Combat

A quarton attacks with its spells, spell-like abilities, and fists in combat.Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).

Spells: A quarton casts divine spells as a 20th-level cleric (save DC 15 + spell level). It has access to the domains of Law, Protection, and War.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life).

Psionics Immunity (Ex): Immune to all psionic attacks.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): A quarton can communicate telepathically with any creature within 384 miles that has a language.

TERTIAN (Hierarch Modron)

Large Outsider

Hit Dice: 17d8+85 (161 hp)

Initiative: +7

Speed: 30 ft.

AC: 31 (–1 size, +3 Dex, +19 natural)

Attacks: 2 slams +22 melee, tail slap +20 melee

Damage: Slam 2d8+6, tail slap 2d8+3

Face/Reach: 5 ft. by 5ft./10 ft.

Special Attacks: Spell-like abilities, spells, stun

Special Qualities: Damage reduction 40/+4, modron traits, outsider traits, psionics immunity, resistances, SR 31, telepathy

Saves: Fort +15, Ref +13, Will +16

Abilities: Str 22, Dex 17, Con 20, Int 20, Wis 22, Cha 22

Skills: 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

Feats: Alertness, Blind-Fight, Improved Initiative, Multiattack, Spell Penetration

Climate/Terrain: Any land

Organization: Solitary

Challenge Rating: 16

Treasure: None

Alignment: Always lawful neutral

Advancement: 18–51 HD (Large) A tertian looks like a 12-foot-tall human with horns jutting from the sides of its bald head. As a third “arm,” it has a long, prehensile tail that ends in a macelike ball. Tertians speak the modron tongue, plus Abyssal, Auran, Celestial, Infernal, and the trade tongue of the planes. They accept orders from the secundi, to whom they all report, and relay them to quartons. Trial, judgment, and sentencing of all creatures in the modron realm is the province of the nine tertians, who hear all cases involving crimes against the rigid orthodoxy of Regulus. Rogue modrons trials make up the bulk of their caseload. To the bulk of the modron population, the tertians are alien and unfamiliar creatures—the ultimate impartial judges. A duodrone accused of a crime might possibly imagine (if it can imagine at all) the tertian to be some incomprehensible manifestation of the supreme logic—a “super-tridrone,” so to speak. The tertians have a total of three armies at their disposal for use in law enforcement. In addition, these hierarchs supervise the quartons, and two tertians directly serve each of the four secundi.

Combat

A tertian attacks with its spells, spell-like abilities, fists, and tail in combat.

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).

Spells: A tertian casts divine spells as a 20th-level cleric (save DC 16 + spell level) and arcane spells as a 20thlevel sorcerer (DC 16 + spell level). It has access to the domains of Law, Protection, and War.

Stun (Ex): Any creature hit by the tertian’s tail slap must make a successful Fortitude save (DC 24) or be stunned for 3d4 rounds.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Psionics Immunity (Ex): Immune to all psionic attacks.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): A tertian can communicate telepathically with any creature within 405 miles that has a language.

SECUNDUS (Hierarch Modron)

Large Outsider

Hit Dice: 18d8+108 (189 hp)

Initiative: +8

Speed: 70 ft., fly 50 ft. (good)

AC: 42 (–1 size, +4 Dex, +20 natural, +9 monk ability)

Attacks: Unarmed strike +24/+19/+14/+9 melee

Damage: Unarmed strike 2d8+7 and stun

Face/Reach: 5 ft. by 5ft./10 ft.

Special Attacks: Psionics, spell-like abilities, spells, stunning attack

Special Qualities: Abundant step, damage reduction 40/+4, diamond body, improved evasion, leap of the clouds, modron traits, purity of body, outsider traits, resistances, SR 33, still mind, slow fall (50 ft.), telepathy, wholeness of body

Saves: Fort +17, Ref +15, Will +18

Abilities: Str 24, Dex 18, Con 22, Int 23, Wis 24, Cha 24

Skills: Concentration +27, Diplomacy +29, Gather Information +22, Hide +16, Intuit Direction +20, Knowledge (arcana) +21, Knowledge (architecture and engineering) +21, Knowledge (local) +21, Knowledge (planes) +20, Listen +26, Scry +21, Search +24, Sense Motive +24, Spellcraft +27, Spot +29

Feats: Alertness, Blind-Fight, Combat Casting, Deflect Arrows, Improved Initiative, Improved Trip, Spell Penetration

Climate/Terrain: Any land

Organization: Solitary

Challenge Rating: 19

Treasure: None

Alignment: Always lawful neutral

Advancement: 19–54 HD (Large)

A secundus appears as an incredibly thin, tall humanoid with a long, narrow face and deep-set eyes. Though it has no class levels, it has all the class features of a 13th-level monk. Secundi speak their own language, plus Abyssal, Auran, Celestial, Infernal, Sylvan, and the trade tongue of the planes. They take orders only from Primus itself and relay those to the tertians. The four secundi serve as viceroys of the quarters. These powerful beings are the virtual rulers ofMechanus, reporting only to Primus. Each secundus has a staff of two tertians, who in turn command other hierarchs. The secundi live in great towered cities near the centers of their quarters and always work in harmony with one another. When Primus dies, one of the secundi is promoted to take its place.

Combat

A secundus attacks using its fists, spells, spell-like abilities, and psionics in combat.

Psionics (Sp): At will—detect chaos, detect law, detect thoughts, invisibility, plane shift, and suggestion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

Spell-Like Abilities: At will—clairaudience/clairvoyance, command, dimension door, teleport without error (self plus 50 pounds of objects only), and wall of force. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

Spells: A secundus can cast divine spells as a 20thlevel cleric (save DC 17 + spell level) and arcane spells as a 20th-level sorcerer (DC 17 + spell level). Secundi have access to the domains of Law, Protection, and War.

Stun (Ex): A creature hit by a secundus’s slam must make a successful Fortitude save (DC 26) or be stunned for 1 round in addition to taking damage.

Abundant Step (Sp): The secundus can slip magically between spaces, as though through a dimension door spell cast by a 9th-level sorcerer, once per day.

Diamond Body (Su): Immune to poison.

Leap of the Clouds: The secundus’s jumping distance is not limited by its height.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Purity of Body: Immune to all diseases except magical ones.

Still Mind: A secundus gains a +2 bonus on saving throws against spells and effects from the Enchantment school.

Slow Fall: A secundus within arm’s reach of a wall can use that to slow its descent. It takes damage as though the fall were 50 feet shorter than it actually is.

Resistances (Ex): Acid, cold, and fire resistance 10.

Telepathy (Su): Secundi can communicate telepathically with any creature within 420 miles that has a language.Wholeness of Body (Su): A secundus can cure its own wounds, healing up to 36 hp per day. It can spread this healing out among several uses if desired.

PRIMUS (The One and The Prime)

Primus rises from the communal energy pool in its great tower at the center of Regulus. It usually appears as a gigantic humanoid, though it can also take the form of an androgynous human if desired. When Primus is in giant form, its hands are masked—the right one is swathed in bright, rainbow hues and the left is cloaked in inky, swirling clouds. Primus speaks the modron tongue, plus Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Sylvan, Terran, and the trade tongue of the planes. It gives orders to the secundi but takes them from no one. Primus is a lesser deity of Mechanus and the ruler of the entire modron realm. Primus and Regulus are one in thought and deed; as Primus turns, so do the wheels of the city, and thus, the wheels of all Mechanus. The domains with which Primus is associated are Law, Protection, and War. Primus alone understands the whole structure of the modron race. It is Primus who decides what constitutes order, writes the laws, and establishes the rules and regulations. All other modrons exist to carry out their deity’s plans and obey its rules. Any modron who fails to meet Primus’s standards may be declared a rogue and sentenced accordingly. Primus’s sole concern is for the modrons. It does not send avatars to other planes or even take part in the normal bickering and wars that occupy the other planar powers. Though it does use the Orrery to keep track of events on other planes, it rarely interferes unless it sees a direct threat. It devotes most of its energy to perfecting and protecting Regulus and its inhabitants.Though Primus technically has few actual worshipers, since only the secundi are even directly aware of its existence, it does influence the lives of all modrons in many ways. Primus grants divine spells, domain powers, and domain spells to all the hierarchs. Indirectly, it also controls all modrons, since its orders filter down through the modron ranks until they reach the proper level for implementation. Contrary to popular belief, the death of Primus does not throw modron society into chaos. Like all gaps, that vacancy is immediately filled by promotion of a secundus. That creature immediately gains the powers of the old Primus, but not its memory or its plans. Thus, it usually takes a bit of time for the new Primus to determine the state of the planes and of Regulus and decide what needs to be done. During this period of adjustment, some chaos can enter the perfection of modron society. Some scholars have mistakenly interpreted this situation as civil war within the orderly modron race, but it is merely confusion resulting from the temporary lack of direction. The first act of the new Primus is to restore order to its race—a process which can take some time.