Disintegration. If Primus dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
Shapechanger. Primus can use its action to polymorph into a form that resembles a Medium humanoid, or back into its true form. Aside from its size, his statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Legendary Resistance (3/Day). If Primus fails a saving throw, he can choose to succeed instead.
The One and the Prime. Attack rolls against Primus of 3 and lower count as critical failures.
Innate Spellcasting. Primus's spellcasting ability is wisdom (spell save DC 21, +9 to hit with spell attacks). Primus can innately cast the following spells, requiring no components. At Will: forecage, prismatic spray, regenerate, finger of death 2/day each: gate, mass heal, prismatic wall, feeblemind 1/day each: demiplane, power word kill, wish
Multiattack. Primus makes 1 attack with is right arm and 1 attack with his left arm.
Right Arm. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 100 (10d20) necrotic damage.
Left Arm. Ranged Weapon Attack: +14 to hit, range 100/150 ft., 3 targets. Hit: 70 (7d20) radiant damage. Primus summons 4 Secundi to assist him. He can only do this once until the secondi disperse.
Summon Secundi. Primus summons 4 Secundi to assist him. He can only do this once until the secondi disperse.
Primus can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Primus regains spent legendary actions at the start of its turn.
Shadow. Primus attacks with its right arm.
Light. Primus attacks one creature with his left arm.
Imprison (Costs 2 Actions). Primus casts Forecage.
Description
Primus is the One and the Prime, lord of the modrons and ruler of mechanus.
Lair and Lair Actions
Primus is almost never seen outside of his energy pool within the depths of the Great Modron Cathedral, surrounded by strands of energy connecting him to every modron.
Lair Actions
On initiative count 20 (losing initiative ties), Primus takes a lair action to cause one of the following effects; Primus can’t use the same effect two rounds in a row:
- A strand of energy lances out to three creatures within the cathedral, dealing 4d6 lightning damage and 3d6 psychic damage.
- A trapdoor opens beneath a random creature in the cathedral except for primus, plunging them into a maze-like demiplane (as in the maze spell) for 1d4 rounds, or until they escape.
- An earthquake shakes the ground around Primus (as in the earthquake spell).
Regional Effects
The Great Modron Cathedral is has a certain effect on those around it. which creates one or more of the following effects:
- Monodrones appear at a rate of one every 2 rounds at random points in the cathedral.
- While in the cathedral, Primus knows of all the activities in Mechanus.
- While in the cathedral, primus gains 3d20 hit points at the start of each turn.
I'm just curious, did you have any specific inspiration for this build? I've been trying to learn more about Primus, but haven't found any concrete details on its nature and powers.
I found different sources, but my main reference was this article: http://homebrewery.naturalcrit.com/share/B1Mv02NQb , although I didn't look at the stat blocks.
thank you for the modrons, the game needed more.
You're very welcome.
It's perfect, exept a little detail: why should it have mass heal? it has no effect on construct
He’s lawful natural, so he might be able to help the party rather than hurt them
Modrons are described as living constructs with a soul, thus they can be healed by healing magic.
you mean non magic weapons right?
I found your stats for all the modron hierarchs on your comment on the old how to play modrons article, and they are all exemplary. You did an amazing job and I am total going to be using some if not all of them in my modron-themed adventure.
Just asking, wouldn't it be he teleports 4 secundi