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Septons were the fourth-lowest rank of hierarch modrons.

Description[]

Septons looked humanoid, with a large head. On one side of its head was a face, with two eyes, nose and mouth. The head was hairless and was supported by a collar of sorts that encircled it's shoulder area. Around this collar were seven evenly spaced small arms.[2]

Combat[]

If forced into combat, an septon used a combination of innate abilities, spells and their sharp claws.[2]

Abilities[]

Like all hierarch modrons, septons had the innate ability to duplicate the effects of clairaudience, clairvoyance, command, dimension door, teleport without error, and wall of force spells at will.[6] Septons were able to cast arcane spells as well as divine spells from the Law, Protection and War domains. Septons were immune to all effects that influenced the mind, all psionic-based attacks and had a resistance to acid, cold and fire.[2]

Society[]

There were precisely 49 septons in modron society. They acted as officials who maintained order and saw to it that all regulations were obeyed. One served each quinton, four served each secundus, and eight served Primus directly. They traveled from place to place as inspectors and examiners of work and records, and were charged with transferal of information from outlying areas to the towers of the regions, quarters, and the capital tower itself.[7]

Ecology[]

Septons were able to float through water with ease. Locomotion was provided by forcing water through its collar-like shoulder ring. They were able to communicate telepathically with any sentient creature within 190 mi (310 km) and could see in darkvision up to 60 ft (18 m). In addition to the normal senses of a humanoid, they had two additional senses that had the same effects of the detect magic and detect thoughts spells.[2]

Appendix[]

Appearances[]

References[]

  1. Justice Arman, F. Wesley Schneider (October 2023). “Morte's Planar Parade”. Planescape: Adventures in the Multiverse (Wizards of the Coast), p. 40. ISBN 978-0-7869-6904-3.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Mark Jindra (2001-09-21). The Modrons (Zipped PDF). Web Enhancement for Manual of the Planes 3rd edition. Wizards of the Coast. p. 13. Archived from the original on 2016-11-01. Retrieved on 2018-09-09.
  3. 3.0 3.1 3.2 David "Zeb" Cook (1994). Planescape Campaign Setting, Monstrous Supplement. Edited by David Wise. (TSR, Inc), p. 16. ISBN 978-1560768340.
  4. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 89. ISBN 0-88038-031-4.
  5. David "Zeb" Cook (1994). Planescape Campaign Setting, Monstrous Supplement. Edited by David Wise. (TSR, Inc), p. 18. ISBN 978-1560768340.
  6. Monte Cook, Colin McComb (1997-10-28). The Great Modron March. Edited by Michele Carter. (TSR, Inc.), p. 126. ISBN 0-7869-0648-0.
  7. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 90. ISBN 0-88038-031-4.

Connections[]

Logical Beings of Law and Order
Base Modrons: MonodroneDuodroneTridroneQuadronePentadrone
Hierarch Modrons: DecatonNonatonOctonSeptonHextonQuintonQuartonTertianSecundus
The One and the Prime: Primus
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