Rogue Modron

Rogue modrons are an anomaly – creatures of perfect order, tossed out of their home of perfect order, because they have become somehow “tainted.”

This taint? Individuality.

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.

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 a rogue modron, being ordered is an older habit than even the idea of selfhood.

Physical Description
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.

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.

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 or evil. Regardless of this, no rogue Modron can become Chaotic.


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 a 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.

  • Ability Score Increase. Your Intelligence score increases by 2. Your Constitution score increases 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.
  • Alignment. Any non-chaotic.
  • Size: Medium. 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 Trade 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.
  • Truesight: 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.

Rogue Modron Option
Some rogue modrons retain augmentations made by the will of Primus when they belonged to the Modron Armies of Mechanus. Instead of Truesight, you have the Vestige of Primus:

  • Vestige of Primus: Choose one of the following features:
    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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