Homebrew Rogue Modron Species Details
Modrons usually all feel like the limbs of some great planar hive-mind, but the rogue modrons have defied this unity, broken with it by believing that they are separate from it, and for that, they have been tossed out of the modron hierarchy and abandoned to the wilderness of the planes. These creatures are naive and curious, and still, typically, achingly, pointedly lawful, trying to see patterns and meaning in every little detail. They combine this neophyte's wonder with the body of an immortal icon of true universal order, with bodies of soulstuff, flesh, and steel, and minds that have faced unflinching the infinite reality of their homes. This makes them powerful neophytes, creatures who, even without the army of modrons at their backs, can more than hold their own against the dangers of the planes they now must find a home in.
A Piece of Mechanus: Rogue modrons are split off from Mechanus in a fairly predictable form: that of a cube exactly 3 feet on a face, on legs exactly 3 feet long, with arms exactly 3 feet long. Many modrons augment their form further, adding wings or crossbows or armor plating, but this happens long after they leave the crucible of their creation, being added later according to their individual whims…and thus separating them entirely from their original form.
Clueless & Curious: Rogue modrons are born into a world where their kind is unusual and remarkable. Each one sees the multiverse through new eyes, and understands their place in it with a new mind. This leads them to be deeply naive about the multiverse in general and intensely curious about it at the same time. Many seek patterns and order, hoping to apply the logic of Mechanus to the entirety of creation, and often looking for patterns that apply to their current situation and adapting them as the situation changes. Old habits die hard, and for an rogue modron, being ordered is an older habit than even the idea of selfhood.
Exiles: Rogue modrons have no home, no refuge, no true place to settle. This influences their desire to impose logic on their world, as this makes wherever they happen to be a little bit more like the home they remember. Mechanus itself is not barred to them, but they are not recognized as a modron by the modrons any more than a dwarf or a shator is. Thus, they can never truly return home, and efforts to do so frequently leads to their destruction as they are obliterated by creatures they once fit comfortably among.
A Place to be Useful: Every rogue modron is an adventurer of necessity, at least for a time. Some manage to find a comfortable position in their world, a place that they can understand and that accepts them, but most continually struggle with their fate. Because each rogue modron is individual, and thus unique in its own way, they don't all find the same solution to their problem of being homeless and alone. A planewalking troupe is often a welcoming place for the odd and the unusual, and so is often a welcoming place for an rogue modron. The modron itself might eventually be quite content seeing the world through a planewalking lens, hoping to comprehend reality by experience and empiricism, rather than by simply trusting the authorities of the land.
(Not my work, for private use only)
Rogue Modron Traits
TBDAbility Score Increase
Your Modronite exterior and mind for order grants you special benefits.
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.
Modron Names
Alpha, Clanker, Cubit, Eight, Face, Hammer, Mono, Nameless, Relic, Watcher.
Alignment
Though cast out of their perfect home, many rogue modrons still maintain a distinctly lawful personality. However, this isn't universal - some certainly break a little more distinctly than others, becoming good, evil, or even chaotic.
Size
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
You can speak, read, and write Common and Modron.
Living Construct
As a living construct, you don’t need to eat, drink, or breathe. All other conditions and effects affect you normally.
True Sight
Your darkvision allows you to see in magical darkness as if it were dim light. Once you reach 3rd level, you gain advantage on saving throws against visual illusions. Once you reach 5th level you can cast see invisibility once per day.
Vestige of Primus
Articulated Legs and Vestigial Wings: Your base speed is 35 feet. When you make a running jump, increasing the distance you cover by 10 feet.
Built-In Tools: Choose two small pieces of equipment which are built into your construct, such as a hooded lantern and thieves’ tools. In addition, you have a small built-in storage space in which you can conceal a small object.
Hardened Shell: Gain a +1 bonus to AC.
Modron Investigator: You gain proficiency in Investigation checks, and double your proficiency bonus to active and passive Investigation checks. You also have a built in magnifying lens.
Quadruple Arms: You can interact with two objects or features of the environment as a bonus action on your turn (e.g. draw or stow two weapons).
Translator: Learn 3 additional languages.
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