FANDOM


Hextons were the fifth rank of hierarch modrons.[4]

DescriptionEdit

Hextons were shaped like humanoids with long arms and six-fingered hands, as well as four tentacles that ended in sharp claws. They also possessed fan-like wings.[1]

CombatEdit

If forced into combat, a hexton used a combination of innate abilities, spells, fists and their sharp claws.[1]

AbilitiesEdit

Like all hierarch modrons, hextons had the innate ability to duplicate the effects of clairaudience, clairvoyance, command, dimension door, teleport without error, and wall of force spells at will.[5] Hextons were able to cast arcane spells as well as divine spells from the Law, Protection and War domains. Hextons were immune to all effects that influenced the mind, all psionic-based attacks and had a resistance to acid, cold and fire.[1]

SocietyEdit

There were only 36 hextons in modron society.[4] They could communicate with other hextons and with quintons, and relayed their orders to septons. Hextons were the generals of the 36 modron armies. Two of these armies served the secundi, three served the tertians, sixteen were associated with each of the sixteen regions of Mechanus, and the rest were at the direct disposal of Primus. Hextons could communicate telepathically with anyone in a 216-mile (348 km) radius.[1][4]

Hextons were always created as the result of septons being upgraded to take the place of a destroyed hexton, or in case a vacancy appeared due to a hexton being promoted to the rank of quinton.[6]

EcologyEdit

Hextons were able to communicate telepathically with any sentient creature within 216 mi (348 km) and could see in darkvision up to 60 ft (18 m).[1]

Notable HextonsEdit

An unidentified rogue hexton owned a shop in Sigil where it constructed Steel predators for hire as assassins.[7]

AppendixEdit

AppearancesEdit

Adventures
The Great Modron March

ReferencesEdit

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Mark Jindra (2001-09-21). The Modrons (Zipped PDF). Wizards of the Coast. pp. 13–14. Archived from the original on 2016-11-01. Retrieved on 2018-09-09.
  2. David "Zeb" Cook (1994). Planescape Campaign Setting, Monstrous Supplement. Edited by David Wise. (TSR, Inc), pp. 16–20. ISBN 978-1560768340.
  3. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 90. ISBN 0-88038-031-4.
  4. 4.0 4.1 4.2 4.3 Mark Jindra (2001-09-21). The Modrons (Zipped PDF). Wizards of the Coast. p. 2. Archived from the original on 2016-11-01. Retrieved on 2018-09-09.
  5. Monte Cook, Colin McComb (1997-10-28). The Great Modron March. Edited by Michele Carter. (TSR, Inc.), p. 126. ISBN 0-7869-0648-0.
  6. Mark Jindra (2001-09-21). The Modrons (Zipped PDF). Wizards of the Coast. pp. 2–3. Archived from the original on 2016-11-01. Retrieved on 2018-09-09.
  7. Mike Mearls, Jeremy Crawford (May 29, 2018). Mordenkainen's Tome of Foes. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 239. ISBN 978-0786966240.

ConnectionsEdit

Mechanical Beings of Inherent Order
Base Modrons: MonodroneDuodroneTridroneQuadronePentadrone
Hierarch Modrons: DecatonNonatonOctonSeptonHextonQuintonQuartonTertianSecundus
The One and the Prime: Primus
Community content is available under CC-BY-SA unless otherwise noted.