Modron, Tertian
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[The tertian is, oddly enough, the modron with the most adventure appearances in D&D 3.5. Which isn’t saying much. But two different high level Dungeon Magazine adventures, “The Quicksilver Hourglass” and “Diplomacy”, used the presence of a tertian as an indicator that the forces of Law were interested in the particulars of that plot. I ran the latter adventure when I was in college, and wore a DEVO energy dome as an indicator when I was speaking in character as the modron.]
Modron, Tertian
CR 19 LN Outsider (extraplanar)
This metallic humanoid is tall and broad, with a head like a triangular helmet. It carries an oversized mace, and a ball of similar size and composition grows from its tail.
Tertian modrons are the judges of Regulus, and they represent Law among Primus’ hierarchs, even more so than other modrons. In all legal matters concerning modrons, tertians are judges and experts, and they may act as ambassadors or attorneys to represent modron interests. Even when they are not arguing a case, their very presence may be used as a tool by the highest ecclesiasts of lawful churches. Creatures in a tertian’s presence are compelled to tell the truth, and thus tertians may be used as witnesses for especially important trials, contracts and treaties. They are the highest ranking modron that can regularly be found outside of Regulus, although they do most of this travel through astral projection.
A tertian’s actions are deliberate, to the point where they can choose to accept the average result when attacking, defending or using one of their skills. A tertian usually seeks to incapacitate rather than kill enemies, using a combination of melee and magic to batter an enemy unconscious and to stun, paralyze or otherwise hinder foes. Most tertians are comfortable in the thick of melee, using Whirlwind Attack to strike at multiple enemies and Spring Attack to avoid being pinned down.
The courts of the modrons are intimidating to mortals, but not inherently hostile. The death penalty is typically reserved for rogue modrons, chaotic outsiders or other creatures seen as beyond redemption. Mortals are considered able to be swayed, and thus sentences handed down by the tertians are more often community service, compelled by geases and marks of justice, if need be. If a defendant is seen as requiring more severe punishment, or is judged to need to be removed from society completely for a time, they are trapped in an imprisonment spell to await the months, years or centuries deemed to be a suitable sentence.
Tertian CR 19
XP 204,800
LN Large outsider (extraplanar, lawful, modron)
Init 27 (fixed); Senses aura sight, darkvision 60 ft., Perception +38, true seeing
Aura shield of law (self only, DC 26), truthfulness (60 ft., Will DC 28)
Defense
AC 34, touch 21, flat-footed 26 (-1 size, +7 Dex, +1 dodge, +4 deflection, +13 natural)
hp 334 (21d10+189 plus 30); regeneration 10 (chaotic, force)
Fort +20, Ref +23, Will +26
DR 15/chaotic; Resist acid 10, cold 10, fire 10; SR 28
Defensive Abilities constructed
Offense
Speed 50 ft.
Melee +3 adamantine heavy mace +33/+28/+23/+18 (2d8+18 plus commanding blow), tail slap +28 (2d8+5 plus pummeling) or 2 slams +30 (2d6+10), tail slap +28 (2d8+5 plus pummeling)
Space 10 ft. Reach 10 ft.
Spell-like Abilities CL 21th, concentration +27 (+31 casting defensively)
Constant—aura sight, shield of law (DC 26, self only), true seeing
At will—atonement, clairaudience/clairvoyance, greater command (DC 23), greater teleport, mark of justice, order’s wrath (DC 21), protection from chaos (DC 19)
3/day— dictum (DC 25), dispel chaos (DC 23), geas/quest, quickened greater dispel magic, wall of force
1/day—freedom, imprisonment (DC 27), mass hold monster (DC 27)
Spells CL 19th, concentration +29 (+33 casting defensively)
9th—astral projection, gate (DC 29), miracle, summon monster IX (lawful only), true resurrection
8th—dimensional lock, fire storm (DC 28), greater spellcrash (DC 28), mass cure critical wounds (DC 28), shield of law (DC 28)
7th—control weather, destruction (DC 27), dictum (DC 27), greater scrying (DC 27), repulsion (DC 27), symbol of weakness (DC 27)
6th—greater dispel magic (x2), harm (DC 26), heal (x2, DC 26), hold monster (DC 26), mass owl’s wisdom
5th—break enchantment, breath of life (DC 25), commune, dispel chaos (DC 25), disrupting weapon, planeslayer’s call, plane shift (DC 25)
4th—air walk (x2), cure critical wounds (DC 24), divine power, freedom of movement, order’s wrath (DC 24), tongues
3rd—daylight, magic circle vs. chaos (DC 23), mark of obvious ethics (DC 23), prayer, protection from energy (x2), speak with dead (DC 23)
2nd— align weapon (lawful only), bear’s endurance, bull’s strength, cure moderate wounds (DC 22), life pact, make whole, shield other, spiritual weapon
1st—bless, divine favor (x2), obscuring mist, protection from chaos (DC 21), sanctuary (x2, DC 21), shield of faith
0th—detect magic, light, mending, read magic
Domain: Law
Statistics
Str 30, Dex 24, Con 28, Int 27, Wis 31, Cha 27
Base Atk +21; CMB +32; CMD 54
Feats Bludgeoner, Combat Casting, Combat Expertise, Dodge, Mobility, Multiattack, Power Attack, Quicken SLA (greater dispel magic), Skill Focus (Sense Motive), Spring Attack, Whirlwind Attack
Skills Bluff +32, Diplomacy +32, Intimidate +32, Knowledge (arcana, local, nobility, religion) +29, Knowledge (history, planes) +32, Linguistics +29, Perception +38, Profession (lawyer) +34, Sense Motive +44, Spellcraft +29; Racial Modifiers +4 Perception, +4 Sense Motive
Languages Celestial, Infernal, Modron, 21 others, telepathy 100 ft. (64 miles with other modrons)
SQ coordinated ally, deliberate, fixed initiative
Ecology
Environment any land or underground (Regulus)
Organization solitary or tribunal (3)
Treasure double standard (Large +3 adamantine heavy mace, other treasure)
Special Abilities
Aura of Truthfulness (Su) Any creature within 60 feet of a tertian must succeed a DC 28 Will save or be compelled to speak nothing but truth for the next 24 hours. A creature that saves successfully is immune to the aura of truthfulness of that tertian for the next 24 hours. A tertian automatically knows who has or has not been affected by this aura. This is a mind-influencing compulsion effect, and the save DC is Charisma based.
Commanding Blow (Su) Whenever a tertian modron hits an enemy with a manufactured weapon, that creature must succeed on a DC 28 Will save or be compelled to action, as per a command spell, for 1 round. Any command applicable to the spell may be given. A tertian modron can only use this ability once per round per creature struck, but it may give different commands to different enemies. This is a mind-influencing compulsion effect, and the save DC is Charisma based.
Deliberate (Ex) A tertian can choose to take 10 on any attack roll, combat maneuver roll, skill check, ability check or saving throw regardless of whether it is distracted or threatened.
Pummeling (Ex) A creature struck by a tertian’s tail slap must succeed a DC 30 Fortitude save or fall prone and be stunned for 1 round. The save DC is Strength based.
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