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GREAT
MODRON
MARCH
5th Edition
Conversion
A Free Conversion
by Jarred Caldwell
This is an easy conversion for all mechanics in the campaign The Great Modron March from
Planescape AD&D Second Edition to D&D Fifth Edition. You must own the original campaign
book to use this conversion.
Thanks to the community on the Paizo Messageboards for their assistance with this conversion.
Special thanks to William Bryon for his immense help in converting many of the unique
characters. Credit for the Abishai statistics goes to Strerd on the Planewalker.com forums.
============================
Introduction
Modrons (Page 8):
The 5e Monster Manual only has 5 of the modrons listed, monodrones, duodrones, tridrones,
quadrones, and pentadrones. That still leaves the decatons, nonatons, octons, septons, hexons,
and quintons. Statistics for these can be found in the appendix. Note: all modrons in this
campaign have maximum hit points.
Spell and Modrons (Page 10):
Modrons already have axiomatic mind, meaning that they can't be compelled to perform an
action against its nature or its orders; this takes care of their spell immunities. The spells which
modrons are susceptible no longer exist in 5e.
============================
Prologue
No change.
============================
Chapter 1 - The March Begins
Jysson (Page 13).
Use the cat statistics (PHB 305), with the following modifications: speaks common, Intelligence
13
The Book (Page 17).
Once per Long Rest:
- Mentally communicate with up to six creatures with simple messages like "come to me."
- Cast Detect Thoughts
- Inflict 1d6 psychic damage and stun for 1d4 rounds (Con Save, DC 14 negates damage).
Legos Scrog's Agents (Page 17, 21).
Fighter Thugs: Use Thug statistics (MM 350)
Thief Thugs: Use Spy statistics (MM 349)
Thandol (Page 18).
Use commoner Statistics, Race: Human (MM 345).
Tourlac (Page 18).
Thunderbolt Strike. When you deal lightning damage to a Large or smaller creature, you can
also push it up to 10 feet away from you.
Spellcasting. Sethetis is a 7th level spellcaster, using wisdom as the casting ability score (DC
15, +7). Sethetis can cast the following spells:
Cantripsmending, spare the dying, thaumaturgy
1stfog cloud, thunderwave, command, detect poison and disease, sanctuary,
2ndgust of wind, shatter, hold person, silence, spiritual weapon
3rdcall lightning, clairvoyance, dispel magic, glyph of warding, sleet storm,
4thcontrol water, freedom of movement, ice storm, locate creature
Actions.
Melee Dagger: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage. 2 attacks
Krklclk (Page 40).
Use Azer statistics (MM 23).
============================
Chapter 4 - Politics of the Beasts
Lils Rou (Page 45).
Use Scout statistics (MM 349)
Alisiphone the Nymph (Page 45).
Use Dryad statistics (MM 121)
Exception: Fey Charm causes blindness instead of charming.
Jhaxon and the Dogs (Page 47).
Use Mastiff statistics (PHB 307).
Exceptions: Jhaxon has INT 12. Other dogs have INT from 3-12. Dogs with higher int may also
be spellcasters; add spells from Acolyte (MM 342) or Druid (MM 346).
The Hierophant of Trees (Page 47).
Use Druid statistics (MM 346). If the PCs attack and kill her, another Druid will call the alarm for
battle. There are dozens of them, so it won't be an issue. All other Druids, if called, can use the
same statistics.
Wild Dogs (Page 47).
Use Wolf statistics (PHB 311).
Exceptions: Int ranges from 4-12, some may have spell casting abilities; add spells from Acolyte
(MM 342) or Druid (MM 346).
Finding the source of contamination (Page 47-48)
Wisdom (Survival) or Intelligence (Investigation) DC 16. Druids, Rangers, and anyone with the
Outlander background automatically succeed.
Wemics (Page 48)
Use Centaur statistics (MM 38).
Exception: Change hooves attack to Claws attack (slashing instead of bludgeoning).
+5% for each +1 the item possesses. While possessing the object, it is treated as Animate
Object (PHB 213), using the Chaos Imps mental stats.
The imp is forced out if the item is destroyed or if one of the following spells is cast upon it:
Animate Object, Banishment, Dispel Magic, or a similar spell.
============================
Chapter 7 - The Modron Judge
Bachalis (Page 71).
Use Archmage statistics (MM 342).
Sarex Fighter (Page 72).
Use Veteran statistics (MM 351).
Sarex Wizard (Page 73).
Use Mage statistics (MM 348).
Sarex Cleric (Page 73).
Use Priest statistics (MM 349)
Different Holy Symbols:
Anshar (Black Sphere)
Talos (3 lightning bolts)
Ho Masubi (a fiery inferno)
Loki (red and black boots [actually wearing the black jackal symbol])
Sarex Rogue (Page 73).
Use Veteran statistics (MM 351).
Exceptions: AC 13, Sneak Attack +3d6 damage
Trictacalus (Page 77).
(modified rogue modron decaton)
AC 17
hp 50 (8d8+8)
Speed 30 ft, Fly 30 ft
Str 15 Dex 15 Con 12 Int 12 Wis 12 Cha 14
Skills perception +5
Condition Immunities exhaustion
Languages Modron, Celestial, Infernal, Planar common
Disintegration. If the Decaton dies, its body disintegrates into an oily liquid, leaving behind its
weapons and anything else it was carrying.
Innate Spellcasting. Trictacalus can cast the following spells using charisma as the casting
ability score (DC 13, +5)
At Will: Command and Remove Paralysis
Actions.
Multiattack. A decaton makes 10 tentacle attacks.
Conjure Powerful Entity is a new spell (6th level conjuration) used as the plot hook for this
chapter. It accidentally summons the PCs as if they were the summoned creatures, and they
must obey the casters wishes for the duration of the spell. If any PC wants to resist the
compulsion to obey, then the spell requires a Wisdom Save (DC 14). If successful, they can
ignore the compulsion to obey for 1d6 rounds. This Resistance requires concentration. If any
PC does during the course of this chapter while under the effects of this spell, they return to the
spot they were first summoned exactly as they were when they were first summoned (exact
same HP, gear, spells prepared, etc). The only thing they keep is XP.
Taraere Illsmiser (Page 83).
female tiefling, Wiz (conjurer)12, NE
AC 15 (dex, bracers, ring)
hp 63 (12d6+12) 14
Speed 30 ft, Climb 30 ft
Str 9 Dex 15 Con 12 Int 18 Wis 12 Cha 10
Saves STR +0, DEX +3, CON +6, INT +9, WIS +6, CHA +1
Skills arcana +8, history +8, investigation +8, persuasion +4
Senses Darkvision 60 ft., passive perception 11
Damage Resistance fire
Feats Spell Sniper
Languages abyssal, planar common, infernal, elvish, fey
Combat Gear amulet of life protection, bag of holding, bracers of defense, Abyssal dagger +2,
ring of protection, slippers of spider climbing
Innate Spellcasting. Charisma is the casting ability score. DC 12, +4.
At Will: Thaumaturgy
1/long rest: Hellish Rebuke, Darkness.
Spellcasting. Intelligence is the casting ability score. DC 16, +8
Cantripsacid splash, blade ward, friends, message shocking grasp, ray of frost
1stcomprehend languages, chromatic orb magic missile, read magic,
2ndcontinual light, ray of enfeeblement, see invisibility
3rdfireball, haste
4thbanishment, confusion, polymorph
5thdominate person, telekinesis, wall of force
6thConjure Powerful Entity
Actions.
Melee Dagger: +8 to hit plus bless, reach 5 ft., one target. Hit: (1d4 + 4) piercing damage
Amulet of Life Protection
(Source: Dungeon Masters Guide, 2nd Edition): This pendant or brooch device serves as
protection for the psyche. The wearer is protected from the magic jar spell or any similar mental
attack that would usurp control of the wearer's body. If the wearer is slain, the psyche enters the
amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If
the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.
Spell Sniper
When you cast a spell that requires you to make an attack roll, the spells range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip
Skills: (all proficient skills roll at a 10 minimum) acrobatics +9, deception +12, insight +10,
perception +5, sleight of hand +14, stealth +9 A
Tools Thieves Tools (+14)
Senses Blindsense 10 feet, Passive Perception 15
Background: Criminal
Languages: Planar common,
Combat Gear: Carcerian longsword +2, leather armor +2, potion of invisibility, potion of extra
healing, Wand of Binding (7 charges)
Rogue Archetype: Thief.
Sneak Attack. +7d6
Cunning Action. Dash, Disengage, Hide, or Sleight of Hand as a bonus action.
Uncanny Dodge. Use your reaction to half damage vs one attack.
Use Magic Device. You ignore all class, race, and level requirements on the use of magic items.
Wand of Binding, rare (requires attunement by a spellcaster) This wand has 7 charges for the
following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the
wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast
one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and
gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can
expend 1 charge and gain advantage on any check you make to escape a grapple.
Actions.
Melee Longsword. +11 to hit, reach 5 ft., one target. Hit: (1d8 + 6) piercing damage
Ranged Hand Crossbow. +9 to hit, range 30/120 feet, one target. Hit: (1d6 + 4) piercing damage
Special Attacks
Abyssal Gate (Page 95).
Intelligence Save for Feeblemind: DC 17
Charm Ward (Page 95).
Change Charm spell for Charm Person spell.
Wisdom Save for Charm Person: DC 18
Red Abishai (Page 95).
Large fiend (baatezu), lawful evil
Armor Class 18(natural armor)
Hit Points 84 (10d8+40 HD)
Speed 30 ft., Fly 40 ft.
STR 18 (+4)
DEX 18 (+4)
CON 19 (+4)
INT 12 (+1)
WIS 12 (+1)
CHA 13 (+1)
Saving Throws: STR +6, CON +6
Senses: darkvision 120 ft., passive Perception 14
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical weapons that
aren't silvered
Modronoid Enhancement: Doran has the legs of a Nonaton, which gives her an enhanced
movement speed of 40ft.
Actions.
Multiattack. The knight makes three melee attacks.
Melee Maul: +8 to hit (plus bless), reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
Ranged Heavy Crossbow: +3 to hit, range 100/400 ft., one target. Hit: (ld10) piercing damage.
Valran Stonefist (Page 109).
Large Modronoid, LN/CN (conflicted)
AC 17 (Natural Armor)
Hit Points 59 (9d10+9)
Speed 40ft, Fly 10ft
Str 13 (+1)
Dex 15 (+2)
Con 11 (+1)
Int 17 (+3)
Wis 9 (-1)
Cha 12 (+1)
Skills: Perception +3
Senses: Truesight 120ft, Passive Perception 13
Disintegration. If Valran dies, its body disintegrates into dust, leaving behind its weapons and
anything else it was carrying.
Telepathic. Valran can communicate telepathically to a range of 44 miles.
Innate Spellcasting. Valran can cast the following spells without requiring material components.
These spells only effect Modrons.
At Will: Cure (The decaton can heal 1 point of damage to all modrons within 144ft), Heal (touch
only, up to ten Modrons), Lesser Restoration (touch only, up to ten Modrons).
Spellcasting. Valran as a modronoid does not have a connection to the Primus, and cannot cast
divine spells. However, he still retains his arcane abilities. He is an 11th level spellcaster. His
spellcasting ability is Inteligence (spell save DC 14, +6 to hit with spell attacks). He has the
follow spells:
Cantrips (at will): Firebolt, Friends, Mending, Poison Spray, Prestidigitation
1st level (4 slots): Charm Person, Color Spray, Shocking Grasp, Sleep, Tashas Hideous
Laughter,
2nd level (3 slots): Blindness/Deafness, Shatter, Suggestion, Web
3rd level (3 slots): Blink, Lightning Bolt, Slow, Counterspell
4th level (3 slots): Evards Black Tentacles, Fabricate, Greater Invisibility, Polymorph
5th level (2 slot): Dominate Person, Wall of Force, Legend Lore
6th level (1 slot): Prismatic Spray, Disintegrate
Actions.
Multiattack: Valran can attack with all ten of its arm attacks or nine arm attacks and one staff of
striking.
Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 5 (1d6+1) bludgeoning
damage.
Staff of Striking. +12 to hit, reach 10ft, one target. Hit: 8 (1d6+4) bludgeoning damage. On a hit,
can expend 3 charges to add 1d6 force damage. Staff has 10 charges and regains 1d6+4
charges daily at dawn. If last charge is used, roll a d20; on a roll of a 1, the staff becomes a
nonmagical quarterstaff.
Skills: Perception +7
Senses: Truesight 120ft, Passive Perception 17
Alert: Cannot be surprised, +5 Initiative.
Axiomatic Mind: The Decaton cant be compelled to act in a manner contrary to its nature or
instructions.
Disintegration. If the deaton dies, its body disintegrates into dust, leaving behind its weapons
and anything else it was carrying.
Telepathic. The decaton can communicate telepathically to a range of 44 miles.
Innate Spellcasting. The decaton can cast the following spells without requiring material
components. These spells only effect Modrons.
At Will: Cure (The decaton can heal 1 point of damage to all modrons within 144ft), Heal (touch
only, up to ten Modrons), Lesser Restoration (touch only, up to ten Modrons).
Spellcasting. The decaton is a 9th level spellcaster. Its spellcasting ability is wisdom (spell save
DC 14, +6 to hit with spell attacks). The decaton has the follow spells:
Cantrips (at will): None
1st level (4 slots): Command, Protection from Good and Evil, Sanctuary
2nd level (3 slots): Aid, Expeditious Retreat, Find Traps, Protection from Poison
3rd level (3 slots): Clairvoyance, Dispel Magic, Water Breathing, Aura of Vitality
4th level (3 slots): Guardian of Faith, Dimension Door, Dominate Beast
5th level (1 slot): Dispel Evil and Good, Wall of Force
Actions.
Multiattack: the decaton can attack with all ten of its arm attacks.
Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 5 (1d6+1) bludgeoning
damage.
Nonaton
Large Construct, LN
AC 18 (Natural Armor)
Hit Points 121 (11d10+11)
Speed 50ft
Str 15 (+2)
Dex 15 (+2)
Con 12 (+1)
Int 17 (+3)
Wis 17 (+3)
Cha 14 (+2)
Skills: Perception +7
Senses: Truesight 120ft, Passive Perception 17
Alert: Cannot be surprised, +5 Initiative.
Axiomatic Mind: The nonaton cant be compelled to act in a manner contrary to its nature or
instructions.
Disintegration. If the nonaton dies, its body disintegrates into dust, leaving behind its weapons
and anything else it was carrying.
Telepathic. The nonaton can communicate telepathically to a range of 63 miles.
Innate Spellcasting. The nonaton can cast the following spells, using Charisma (DC 14, +6),
without requiring material components.
At Will: Detect Charm (treat as detect magic, but only for the enchantment school), Detect
Thoughts, Slow, Zone of Truth.
1/Day: Power Word, Stun.
Spellcasting. The nonaton is an 11th level spellcaster. Its spellcasting ability is wisdom (spell
save DC 15, +7 to hit with spell attacks). The nonaton has the follow spells:
Cantrips (at will): Light
1st level (4 slots): Bless, Command, Cure Wounds
2nd level (3 slots): Expeditious Retreat, Hold Person, Silence, Spiritual Weapon
3rd level (3 slots): Protection from Energy, Tongues, Water Breathing, Water Walk
4th level (3 slots): Freedom of Movement, Dimension Door, Dominate Beast
5th level (2 slot): Flame Strike, Mass Cure Wounds, Wall of Force
6th level (1 slot): Mass Suggestion
Actions.
Multiattack: the nonaton can attack with all nine of its arm attacks.
Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 5 (1d6+2) bludgeoning
damage.
Octaton
Large Construct, LN
AC 17 (Natural Armor)
Hit Points 132 (12d10+12)
Speed 25ft, Fly 25ft
Str 15 (+2)
Dex 15 (+2)
Con 12 (+1)
Int 18 (+4)
Wis 18 (+4)
Cha 14 (+2)
Skills: Perception +8
Senses: Truesight 120ft, Passive Perception 18
Alert: Cannot be surprised, +5 Initiative.
Axiomatic Mind: The octaton cant be compelled to act in a manner contrary to its nature or
instructions.
Disintegration. If the octaton dies, its body disintegrates into dust, leaving behind its weapons
and anything else it was carrying.
Telepathic. The octaton can communicate telepathically to a range of 80 miles.
Innate Spellcasting. The octaton can cast the following spells, using charisma (DC 14), requiring
no material components.
At Will: Detect Good and Evil, Haste, Telekinesis, Water Walking.
Spellcasting. The octaton is a 12th level spellcaster. Its spellcasting ability is wisdom (spell save
DC 16, +8 to hit with spell attacks). The octaton has the follow spells:
Cantrips (at will): None.
1st level (4 slots): Bless, Command, Cure Wounds, Sanctuary, Zone of Truth
2nd level (3 slots): Flame Blade, Hold Person, Heat Metal, Spiritual Weapon
3rd level (3 slots): Aura of Vitality, Protection from Energy, Water Breathing, Water Walk
4th level (3 slots): Freedom of Movement, Dimension Door, Dominate Beast, Stone Shape
5th level (2 slot): Animate Object, Mass Cure Wounds, Wall of Force
6th level (1 slot): Find the Path, True Seeing
Actions.
Multiattack: the octaton can attack with all eight of its arm attacks.
Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 6 (1d8+2) bludgeoning
damage.
Septon
Large Construct, LN
AC 18 (Natural Armor)
Hit Points 143 (13d10+13)
Speed 25ft
Str 15 (+2)
Dex 15 (+2)
Con 12 (+1)
Int 17 (+3)
Wis 17 (+3)
Cha 14 (+2)
Skills: Perception +8
Senses: Truesight 120ft, Passive Perception 18
Alert: Cannot be surprised, +5 Initiative.
Axiomatic Mind: The septon cant be compelled to act in a manner contrary to its nature or
instructions.
Disintegration. If the septon dies, its body disintegrates into dust, leaving behind its weapons
and anything else it was carrying.
Telepathic. The septon can communicate telepathically to a range of 190 miles.
Innate Spellcasting. The septon has the following spells always active: Detect Magic, Detect
Thoughts (Page 231).
Spellcasting. The septon is a 12th level divine spellcaster and a 12th level arcane spellcaster Its
spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks). The septon has the
follow spells:
Cantrips (at will): Acid Splash, Light, Mending, Sacred Flame
1st level (4 slots): Bless, Burning Hands, Color Spray, Command, Cure Wounds, Magic Missile,
Protection from Good and Evil, Sanctuary, Thunderclap
2nd level (3 slots): Blur, Flame Blade, Hold Person, Heat Metal, Invisible, Melfs Acid Arrow,
Spiritual Weapon, Web
3rd level (3 slots): Aura of Vitality, Fireball, Fly, Haste, Lightning Bolt, Protection from Energy,
Water Breathing, Water Walk
4th level (3 slots): Dimension Door, Dominate Beast, Freedom of Movement, Ice
Storm, Stoneskin,
5th level (2 slots): Animate Object, Cloudkill, Cone of Cold, Dominate Person, Flame Strike,
Mass Cure Wounds, Telekinesis, Wall of Force
6th level (2 slots): Chain Lightning, Globe of Invulnerability, Harm, Heal
7th level (1 slot): None
8th level (1 slot): None
9th level (1 slot): None
Actions.
Multiattack: the septon can attack with all seven of its arm attacks.
Arm. Melee Weapon Attack. +11 to hit, reach 10ft, one target. Hit: 7 (1d10+2) bludgeoning
damage.
Hexton
Large Construct, LN
AC 19 (Natural Armor)
Hit Points 154 (14d10+14)
Speed 30ft, Fly 30ft
Str 15 (+2)
Dex 15 (+2)
Con 12 (+1)
Int 19 (+4)
Wis 19 (+4)
Cha 16 (+3)
Skills: Perception +9
Senses: Truesight 120ft, Passive Perception 19
Alert: Cannot be surprised, +5 Initiative.
Axiomatic Mind: The hexton cant be compelled to act in a manner contrary to its nature or
instructions.
Disintegration. If the hexton dies, its body disintegrates into dust, leaving behind its weapons
and anything else it was carrying.
Telepathic. The hexton can communicate telepathically to a range of 216 miles.
Innate Spellcasting. The hexton can cast the following spells, using charisma as the casting stat
(DC 15), requiring no material components.
At Will: Clairvoyance, Command, Dimension Door, Teleportation Circle, Wall of Force.
Spellcasting. The hexton is a 14th level divine spellcaster. Its spellcasting ability is wisdom
(spell save DC 16, +8 to hit with spell attacks). The septon has the follow spells:
Cantrips (at will): Light
1st level (4 slots): Bless, Cure Wounds, Protection from Good and Evil, Sanctuary.
2nd level (3 slots): Flame Blade, Hold Person, Heat Metal, Spiritual Weapon.
3rd level (3 slots): Aura of Vitality, Protection from Energy, Tongues, Water Breathing, Water
Walk
4th level (3 slots): Dominate Beast, Banishment, Stoneshape
5th level (2 slots): Animate Object, Dominate Person, Flame Strike, Mass Cure Wounds.
6th level (1 slot): Harm, Heal
7th level (1 slot): Regenerate
Actions.
Multiattack: the hexton can attack with all six of its arm attacks.
Arm. Melee Weapon Attack. +13 to hit, reach 10ft, one target. Hit: 9 (1d12+3) bludgeoning
damage.
Quinton
Large Construct, LN
AC 20 (Natural Armor)
Hit Points 165 (15d10+15)
Speed 25ft, Fly 25ft
Str 16 (+3)
Dex 15 (+2)
Con 12 (+1)
Int 20 (+5)
Wis 20 (+5)
Cha 18 (+4)
Skills: Perception +10
Senses: Truesight 120ft, Passive Perception 20
Alert: Cannot be surprised, +5 Initiative.
Axiomatic Mind: The quinton cant be compelled to act in a manner contrary to its nature or
instructions.
Disintegration. If the quinton dies, its body disintegrates into dust, leaving behind its weapons
and anything else it was carrying.
Telepathic. The quinton can communicate telepathically to a range of 238 miles.
Innate Spellcasting. The quinton can cast the following spells, using charisma as the casting
stat (DC 15), requiring no material components.
At Will: Clairvoyance, Command, Detect Good and Evil, Dimension Door, Teleportation Circle,
Wall of Force.
Spellcasting. The quinton is a 14th level divine spellcaster. Its spellcasting ability is wisdom
(spell save DC 16, +8 to hit with spell attacks). The septon has the follow spells:
Cantrips (at will): Light
1st level (4 slots): Bless, Cure Wounds, Protection from Good and Evil, Sanctuary.
2nd level (3 slots): Flame Blade, Hold Person, Heat Metal, Spiritual Weapon.
3rd level (3 slots): Aura of Vitality, Protection from Energy, Tongues, Water Breathing, Water
Walk
4th level (3 slots): Dominate Beast, Banishment, Stoneshape
5th level (2 slots): Animate Object, Dominate Person, Flame Strike, Mass Cure Wounds.
6th level (1 slot): Harm, Heal
7th level (1 slot): Regenerate
Actions.
Multiattack: the quinton can attack with all five of its arm attacks.
Arm. Melee Weapon Attack. +13 to hit, reach 10ft, one target. Hit: 12 (2d8+3) bludgeoning
damage.