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Rogue Modron

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  1. Rogue Modron Traits

Rogue Modrons are born exiles, beings of perfect order and logic that have been kicked from their home and left to their own devices. Why? They dared to express the beginnings of individuality; a stain of chaos that marrs the otherwise perfect hive mind. As a result, they are kicked from Mechanus and dumped among the planes with no memory nor assistance, having to make their own way from the get go.

Most of the time, these Modrons are kicked straight through the nearest portal and into Sigil; the hub of all planar travel. They are “born” anew, left with all the curiosity and naivety of a small child. Combined with their background of pure logic and order, they are often left confused and at a loss as to how to survive in such a chaotic world. Thus they are often impressionable and fall prey to the trappings of the streets, settling into whichever faction they feel calling to them.

Appearance: All Rogue Modrons are split off from Mechanus in the same initial form: a 3 foot cube with 3 foot long arms and 3 foot long legs with backwards bending knees. The front facing face of the cube is largely fleshy, holding the Modron’s big doey eyes and oversized mouth.

As Modrons begin to explore their individuality, they add or subtract from their body to the whims of their newfound personalities. Most come out of Mechanus with something related to their reason for expulsion: maybe they have a tool kit they shouldn’t have, a battle-hardened exterior, or a built-in translator. As they age and begin to explore their individuality, many add or subtract from their body to reflect this: decals, body-mods, vestigial wings and engravings are common changes.

Personality: Rogue Modrons are born as a pretty-much blank slate. They come from a Hive Mind, expelled for expressing the beginnings of a personality. These beginnings are all that they are born with. The rest is a question of nature versus nurture. Do your formative moments define your newfound personality, or are you a product of that initial spark of rebellion? Or both...?

Origins: All Modrons are born of Mechanus, from the spawning pool that serves as their factory for churning out new Monodrones. Rogue Modrons have no conscious memory of their former life, only fleeting remnants of a time of perfect order. As such, Rogue Modrons are homeless and exiled, with no home nor place to return to.

Languages: As living constructs, all Modrons know Tick-Tock. This language is carved into their systems from creation. They also know one further language, tapping into the shared knowledge of the planes.

Modron Names: Boxy, Clanker, Cubit, If-Then, Nines, Null Sum, Poly Hedron, Root-of-Nine, Sixes, Three-by-Three, Unit, Watcher, Widget, 2πr.

Rogue Modron Traits

Ability Scores. If using racial ability score bonuses, increase your Intelligence by 2 and one other ability score by 1.

Age: It is unknown if Rogue Modrons age at all. They don't seem to show any signs of advanced age, and none have been known to die of old age.

Size: Medium. Most Rogue Modrons measure 3 feet by 3 feet, weigh 500 pounds, and stand 6 feet tall. Your size is Medium.

Speed: Base walking speed is 30 ft.

Darkvision: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Languages: All Rogue Modrons inherently know Tick-Tock, the language of constructs. You know one other language - often the first language you encounter.

Living Construct: As a living construct, you don’t need to eat, drink, or breathe. You cannot sleep and magic cannot put you to sleep, and you are immune to disease.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Body-modding: Choose one of the following features when you create your Rogue Modron. At 5th level you may pick an extra option:

  • Articulated Legs and Vestigial Wings: Your base speed is 35 feet. When you make a running jump, increase the distance you cover by 10 feet.
  • Built-In Tools: You have a built-in hooded lantern. Choose two tool kits. Those kits are built into your body and can be used only by you, and cannot be removed. You are proficient with these tool kits (and others like them).
  • Hardened Shell: You gain a +1 bonus to Armor Class.
  • Quality Controller: You gain proficiency in Investigation checks, and use double your proficiency bonus for Intelligence (Investigate) checks. You also have a built in magnifying lens.
  • Night-Eyes: Your darkvision range increases to 120 feet, and your darkvision allows you to see in magical darkness as if it were dim light.
  • Scanning: You gain proficiency with the Perception skill and may cast See Invisibility once per day using your Intelligence modifier as your casting stat if you don’t already have one.
  • Translator: You learn 2 additional languages and may cast Comprehend Languages once per day, using your Intelligence modifier as your casting stat if you don’t already have one.