I've also created stats for the Gear Spirits, creatures of living metal tasked with maintaining the cogs of Mechanus. They basically sound like they've been enslaved by the modrons, and sometimes one just can't stand it anymore and goes walkabout.
Nordom Whistleklik as depicted in the game.
Nordom
Whistleklik
Medium construct, chaotic neutral
Armor Class
17 (natural armor)
Hit Points 52
(7d8+21)
Speed 40 ft.
Str Dex Con Int Wis Cha
16 (+3) 16 (+3) 16
(+3) 16 (+3) 8 (-1) 8 (-1)
Skills Perception +1
Senses truesight 120 ft., passive
Perception 11
Languages Common, Modron
Challenge 3
Crossbow Expert. Nordom ignores the loading quality
of crossbows. Being within 5 feet of a hostile creature doesn’t impose
disadvantage on its ranged attack rolls with crossbows.
Disintegration. If Nordom dies, its body
disintegrates into dust, leaving behind its weapons and anything else it was
carrying.
Actions
Multiattack. Nordom makes four fist attacks or
four crossbow attacks.
Crossbow. Ranged Weapon Attack: +5 to hit,
range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage.
Fist. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit 5 (1d4+3) bludgeoning damage.
Nordom’s
Crossbows
Nordom’s
crossbows appear to be normal light crossbows made from metal. They are,
however, actually a pair of gear spirits. They have Intelligence and Wisdom
scores of 10, are capable to shifting their shape into other sorts of metal
weapons and tools, and are able to generate a seemingly infinite amount of
ammunition for their crossbow form. The ammunition they create is non-magical.
Their metal forms are susceptible to rusting effects, such as the touch of a
rust monster. These gear spirits, like Nordom, are rogues and are chaotic
neutral in alignment. See below for more details on gear spirits.
Nordom
Whistleklik is a rogue quadrone from the plane of Mechanus. Its function became
altered after it was exposed to the raw chaos of Limbo. Nordom was encountered
by the being known as the Nameless One in the Rubikon, also known as the Modron
Maze, on the plane of Limbo. It was inadvertently given its name by the Nameless
One when he referred to it as “a backwards modron”. Nordom joined the Nameless
One on his quest for a time, and its ultimate fate is unknown. As a rogue modron,
its kind are hunting for it so that they may take it back to Mechanus for
destruction and replacement.
Nordom has
managed to acquire a variety of upgrades, some more visible than others. These
upgrades account for its altered stats. Nordom replaced its pair of wings with
an extra pair of arms, which allows it to utilize two light crossbows in
combat.
Despite it
being a rogue, Nordom doesn’t have much more personality than a regular modron.
It is still very much a mechanical thinker.
Gear Spirit
Small construct (shapechanger),
lawful neutral
Armor Class
15 (natural armor)
Hit Points 4
(1d6+1)
Move 15 ft.,
burrow 15 ft.
Str Dex
Con Int Wis Cha
10 (+0) 12 (+1) 12
(+1) 10 (+0) 10 (+0) 10 (+0)
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive
Perception 10
Languages Modron
Challenge ¼ (50 XP)
Meld with Metal. The gear spirit is able to step into
any manufactured metal or machinery large enough to fully contain its body.
Once fully blended with a machine, it is able to command it to obey its will,
though only within the established functions of the device. It could, for
instance, make a wheel roll or unlock a door, but it would not be able to make
a lamppost attack its enemies. While melded with a metal object, the gear
spirit is able to see and hear its environment and it cannot be attacked
directly. Destroying the metal object it is melded with forces the gear spirit
to be expelled and fall prone into an unoccupied space.
Reduce Armor. If the gear spirit hits a creature
wearing nonmagical metal armor or wielding a metal shield with a melee attack,
the armor takes a permanent and cumulative -1 to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The
gear spirit is unable to use this ability with ranged attacks.
Rust Susceptibility. The gear spirit’s body is vulnerable
to rust of both natural and magical nature. A successful touch by a rust
monster’s antennae removes 1 hit point from the gear spirit, destroying the
gear spirit if its hit point total reaches 0. The gear spirit’s body rusts
roughly twice as quickly as steel.
Shapechange. The gear spirit is able to change its
form, commonly taking the shape of mechanical device or tools. It is able to
change its limbs into tools and weapons or assume the form of a weapon at will.
It is able to provide itself with near limitless ammunition if it changes all
or part of its form into a crossbow.
Actions
Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.
Melee Weapon.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning, piercing, or slashing damage depending on weapon form.
Gear spirits
are creatures of living metal, assuming a myriad of form. Though it typically
takes the form of common tools or mechanical devices, it always has an
irregularly shaped face visible. The gear spirits are formed and controlled by
the modrons, tasked with the maintaining of the cogs of Mechanus. Each gear spirit
is tied to a specific cog by the modrons.
The gear
spirit is able to manipulate the shape of its body, taking on a form suitable
for whatever task is at hand. It eats manufactured metal, which maintains its
form, which is highly susceptible to rusting. The idea of rusting away to
nothing is an absolutely horrifying thought for a gear spirit.
Gear spirits
have more individuality and personality than modrons do. The servitude forced
upon them rankles just a bit, and occasionally a gear spirit will slip away
from its duties. Though there is little chance that the unsupervised cog will
malfunction, there is still a chance and the modrons hunt down these rogue
spirits in much the same way then hunt down rogue modrons. Once they have
brought their quarry to Mechanus, a new gear spirit can then be formed to take
its place.
This is awesome! In my first playthrough of Torment, I never even met Nordom. I'm going to add a link to this in my guide to modrons if you don't mind.
ReplyDeleteI'm glad you like what I've done. And I don't mind you adding a link at all.
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