Modron

Modron: Axiomatic Mind.

You can't act contrary to your design. (R) Psychic.

M10
Single Minded.

Only focus on one hero per encounter.

  • Gear..

    or Gear Flinger (Range 6).

Lvl 1/2 small modron - Skirmisher
M15
  • Clockwork Blade..

    (Range 4) two targets.

Lvl 1 Ranged
M20
Lock On.

Advantage against any target that hasn't moved their last turn.

Choose one.
  • Clockwork Spear..

    Vicious. On crit: Slowed until 1 action is spent to remove the spear.

Lvl 13 large modron - Summoner
M0
Call Reinforcements.

When damaged: summon a modron minion (d10).

Choose one.
  • •Mass Repair.

    All slain modron minions are brought back into combat. Non minion modrons regain 10 HP.

  • •Taskmaster.

    Summon 4 modron minions (d10).

Lvl 16 large modron - Controller
M170
Correct Deviation.

When an ally suffers a negative condition, they take 10 damage (ignoring armor) and no longer have that condition.

Choose one.
  • •Pillar of Truth..

    (Range 12; 4x4x12 cylinder) DC 18 DEX save. Fail: Dazed and dispel any magic on a target

  • •Arm..

    (Reach 2) On hit: Grappled (Escape DC 18). A Grappled creature can't teleport.

Lvl 17 large modron - Support
M66195
Diagnostic Support.

While alive, allies can't miss.

Choose one.
  • •Tentacles..

    (Range 4) all enemies. On hit: pulled adjacent and Grappled (Escape DC 18)

  • •Arcane Shutdown.

    (Range 20) All targets concentrating on or effected by a spell take 20 (ignores defense and interpose) damage and must make a Concentration check.

Lvl 18 modron - Aoe
H6160
Record Keeper.

Enemies can't be Hidden or Invisible.

Choose one.
  • •Lightning Network..

    (Range 6) all enemies in the area. +10 damage for each enemy in the area.

  • •Concentrate Voltage..

    (Reach 2) On hit: Dazed and Shocked (Shocked: can't use reactions on your next turn)

BLOODIED:

Reaction(1 Use): use Lightning Network.

Lvl 19 huge modron - Controller
H88160
Gridlock.

(Concentration) When you roll Initiative, separate the map into 3x3x3 sections in a grid; if a wall would move through a creature you decide which side they end up on unless they succeed a DC 19 DEX save. Teleportation is impossible for enemies within the grid.

A section of grid wall can be destroyed with a DC 19 Arcana, Examination or Might check (1 action).

Arcane Countermeasure.

(1/Round) When a spell is cast, nullify it.

  • •Shift Grid.

    Remove or remake up to three walls in the grid. THEN:

  • •(2x) Pincer..

    On hit: Grappled. OR:

  • •Displace..

    (Range 12; ignore grid barriers) DC 19 INT save or teleported to a different grid.

The leaders of the modron armies, hexaton use their ability to section off the battlefield to effectively isolate their enemies and dispatch of them with the cold and calculated efficiency of Mechanus.