Modron, Tridrone

Gd 10
Ty 6
Gd 10
Gd 10
Ty 6
Ty 6
Am 50
Ty 6



As are all other modrons, the countless hordes of tridrones are extradimensional clockwork beings, hailing from the highly orderly plane of Mechanus. Their fantastic alien physiology is a bizarre blend of flesh and gears, and this, combined with their inherently magical nature, is the source of the tridrones' many and various ascendant powers.

Known Powers:

Modron Physique: the children of Mechanus, the infinite masses of modrons are a potent blend of organism and mechanism. Modrons seamlessly combine the two diametric designs into a seamless whole, a feat which is made possible by their highly orderly, magically charged bodies. Tridrones are no exception to this rule, and have access to these powerful abilities as a result:

* Agelessness: all modrons, regardless of rank or station, are ageless in nature. Instead of having the longevity power, which implies an eventual lifespan, modrons simply do not age whatsoever. In fact, if not slain by accident or design, a modron may effectively live on forever, adopting new and more versatile forms as it ascends the ladder of law.

* Body Armor: both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, base modrons should be treated as having Typical (6) protection from physical attacks, and Feeble (2) protection from assaults of an energy-based nature. This is often enough defense to discourage assault by most mundane beings against a throng of tridrones.

* Damage Reduction / Cold, Corrosion, and Fire Attacks: the modron physique is highly resistant, albeit not totally immune to, the effects of extreme cold, heat, and corrosives - this despite their partially metallic nature. They possess 2 CS of damage reduction against such attack forms, allowing them to maneuver in most hostile environs with relative ease - which comes in handy during the Modron March.

* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism: all modrons, even the lowly tridrone, are completely immune to these attack forms. As beings of ultimate order, they are able to shrug off such effects with ease - though they can readily perceive when such assaults are used (albeit unsuccessfully) against them.

Additional Limbs / Arm and Legs: tridrones have three arms and six legs, one of the former and two of the latter anchored to each 'face' of their inverted pyramid-style frame. Their extra arm allows tridrones to bring two hands to bear in any direction, if not granting an additional attack, while their six legs allow tridrones a +1 CS to their effective walking or running speed.

Circular Vision: having three eyes, each of which is set apart by 120 degrees on their inverted pyramid-style frame, the tridrones benefit from full 360 degree vision at all times. As this is a function of physiology and not a power, per se, this power has no rank. On the other hand, it cannot be negated, either, so this isn't a serious concern.

Limitations / Enhancements:



Modrons, if on a special mission, can be equipped with just about any type of necessary device. Tridrones, if they know they will be going into battle, will carry three javelins with them, to be thrown at an opponent at the beginning of battle. Tridrones can inflict Good (10) Edged Attack or Edged Throwing damage with these three weapons, quickly ending most conflicts.


Fighting Logistics: tridrones, like all modrons, wield naturally organized minds. They can apply their inherent analytical tendencies to combat applications, sizing up a foe rather quickly. This allows them to add a +1 CS to all Fighting FEAT rolls made against a foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his, her, or its fighting style.


Law: more than anything else, the modrons are ultimate masters of law, knowing their own clockwork plane in and out. They extend this basic knowledge of What Should Be to all aspects of existence, and may attempt Reason FEATs based on orderly systems of any variety at a +1 CS, +2 CS if it involves their home plane, Mechanus, and +3 CS regarding Regulus itself.

Skill / Spears: tridrones have the natural ability to wield spears or javelins in combat. If used in melee, a tridrone wields its spears as if its Fighting score was +1 CS in rank, and if throwing them at an opponent, the tridrone acts as if its Agility score was +1 CS. Either way, a tridrone can use these weapons to extremely deadly effect in battle.


The most important difference between a tridrone and their subordinate modrons is that tridrones are capable of truly advanced cognitive functions, In other words, they are effectively sentient beings, and can converse in both the native modron tongue and planar common. Like all modrons, however, little else besides order concerns them.


The tridrones appear as upside-down, three-sided pyramids, balanced upright by six legs (two extending from each side of the pyramid). Each side of the 'pyramid' also holds a complete, one-eyed fleshy face in the general modron style, and one arm, all three of which a tridrone can bring to bear in battle. Tridrones stand at five feet tall.

Ecological Niche:

Tridrones serve as the administrative arm of Mechanus' laborers. After receiving instruction from their quadrone superiors, tridrones will subdivide such tasks amongst the various duodrones they are responsible for, who then share pieces of these jobs with the monodrones. A tridrone is usually in charge of twelve duodrones at one time.

Extra Goodies:

Modron, Tridrone Universal Heroes Text File Download

Return to the Bestiary main page!

Interested in using Technoholic content in your own project? Please read this beforehand!