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Manual of the Planes

Manual of the Planes

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16Spell-Like Abilities: At will—clairaudience/clairvoyance,command, dimension door, teleport without error (selfplus 50 pounds <strong>of</strong> objects only), and wall <strong>of</strong> force. Theseabilities are as <strong>the</strong> spells cast by a 20th-level sorcerer(save DC 15 + spell level).Spells: A quarton casts divine spells as a 20th-levelcleric (save DC 15 + spell level). It has access to <strong>the</strong>domains <strong>of</strong> Law, Protection, and War.Modron Traits: Immune to mind-influencing effects;not subject to subdual damage, ability damage, abilitydrain, or energy drain; not subject to critical hits.Outsider Traits: Darkvision 60 ft.; cannot be raised orresurrected (though a wish or miracle spell can restorelife).Psionics Immunity (Ex): Immune to all psionicattacks.Resistances (Ex): Acid, cold, and fire resistance 10.Telepathy (Su): A quarton can communicate telepathicallywith any creature within 384 miles that has a language.TERTIAN (Hierarch Modron)Large OutsiderHit Dice: 17d8+85 (161 hp)Initiative: +7Speed: 30 ft.AC: 31 (–1 size, +3 Dex, +19 natural)Attacks: 2 slams +22 melee, tail slap +20 meleeDamage: Slam 2d8+6, tail slap 2d8+3Face/Reach: 5 ft. by 5ft./10 ft.Special Attacks: Spell-like abilities, spells, stunSpecial Qualities: Damage reduction 40/+4, modrontraits, outsider traits, psionics immunity, resistances,SR 31, telepathySaves: Fort +15, Ref +13, Will +16Abilities: Str 22, Dex 17, Con 20, Int 20, Wis 22, Cha 22Skills: Concentration +24, Diplomacy +25, Ga<strong>the</strong>rInformation +25, Hide +13, Intuit Direction +16,Knowledge (arcana) +15, Knowledge (architectureand engineering) +15, Knowledge (local) +15,Knowledge (planes) +17, Listen +24, Scry +20, Search+21, Sense Motive +25, Spellcraft +22, Spot +25Feats: Alertness, Blind-Fight, Improved Initiative,Multiattack, Spell PenetrationClimate/Terrain: Any landOrganization: SolitaryChallenge Rating: 16Treasure: NoneAlignment: Always lawful neutralAdvancement: 18–51 HD (Large)A tertian looks like a 12-foot-tall human with hornsjutting from <strong>the</strong> sides <strong>of</strong> its bald head. As a third “arm,”it has a long, prehensile tail that ends in a macelike ball.Tertians speak <strong>the</strong> modron tongue, plus Abyssal,Auran, Celestial, Infernal, and <strong>the</strong> trade tongue <strong>of</strong> <strong>the</strong>planes. They accept orders from <strong>the</strong> secundi, to whom<strong>the</strong>y all report, and relay <strong>the</strong>m to quartons.Trial, judgment, and sentencing <strong>of</strong> all creatures in <strong>the</strong>modron realm is <strong>the</strong> province <strong>of</strong> <strong>the</strong> nine tertians, whohear all cases involving crimes against <strong>the</strong> rigid orthodoxy<strong>of</strong> Regulus. Rogue modrons trials make up <strong>the</strong>bulk <strong>of</strong> <strong>the</strong>ir caseload.To <strong>the</strong> bulk <strong>of</strong> <strong>the</strong> modron population, <strong>the</strong> tertians arealien and unfamiliar creatures—<strong>the</strong> ultimate impartialjudges. A duodrone accused <strong>of</strong> a crime might possiblyimagine (if it can imagine at all) <strong>the</strong> tertian to be someincomprehensible manifestation <strong>of</strong> <strong>the</strong> supremelogic—a “super-tridrone,” so to speak.The tertians have a total <strong>of</strong> three armies at <strong>the</strong>ir disposalfor use in law enforcement. In addition, <strong>the</strong>sehierarchs supervise <strong>the</strong> quartons, and two tertiansdirectly serve each <strong>of</strong> <strong>the</strong> four secundi.CombatA tertian attacks with its spells, spell-like abilities, fists,and tail in combat.Spell-Like Abilities: At will—clairaudience/clairvoyance,command, dimension door, teleport without error (selfplus 50 pounds <strong>of</strong> objects only), and wall <strong>of</strong> force. Theseabilities are as <strong>the</strong> spells cast by a 20th-level sorcerer(save DC 16 + spell level).Spells: A tertian casts divine spells as a 20th-level cleric(save DC 16 + spell level) and arcane spells as a 20thlevelsorcerer (DC 16 + spell level). It has access to <strong>the</strong>domains <strong>of</strong> Law, Protection, and War.Stun (Ex): Any creature hit by <strong>the</strong> tertian’s tail slapmust make a successful Fortitude save (DC 24) or bestunned for 3d4 rounds.Modron Traits: Immune to mind-influencing effects;not subject to subdual damage, ability damage, abilitydrain, or energy drain; not subject to critical hits.Outsider Traits: Darkvision 60 ft.; cannot be raised orresurrected.Psionics Immunity (Ex): Immune to all psionicattacks.Resistances (Ex): Acid, cold, and fire resistance 10.

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