I was a huge math nerd as a kid. I think I must have been just 5 or 6 years old when I first got my hands on Flatland, and I drank it up like a parched man in a hot desert (having no idea until many years later that it was an allegory for classism and sexism in Victorian England), and the discovery of a quasi-sequel called Sphereland (sadly, not in print right now) delighted me even further.
So maybe you’d expect me to be more into modrons than I am. But when a reader recently told me he planned to run a campaign in Mechanus, the plane of pure law, and thought he wasn’t doing the modrons justice, I had to confess: I hate them. I have a great apprfiveeciation for silliness, but modrons have always struck me as just too silly, like whoever came up with the idea of Mechanus envisioned it as something out of The Phantom Tollbooth or Donald in Mathmagic Land.
Modrons are constructs, automata with vaguely mathematically inspired bodies and weirdly humanoid faces (with, in the illustrations of the fifth-edition Monster Manual, disturbingly full lips). The more advanced the modron, the more it can multitask, and the more authority it has over other modrons. All modrons possess natural armor, above-average Dexterity, 120 feet of truesight, and the features Axiomatic Mind and Disintegration.
One of the many peculiarities of modrons is that they’re denizens of an outer plane, yet their challenge ratings top out at 2. How many low-level adventurers are going to travel to Mechanus? I wonder whether these creatures must exist at least primarily for the sake of background decoration. They’re not going to pose a challenge to the player characters who encounter them except in great numbers—legions. (more…)