Demidrones

Also known as the all-seeing eyes of Primus, millions of Demidrones are found scattered throughout the planes. They are harmless on their own, but exist to spy forever searching for breaches of the immutable universal laws to report on. The most common default form of these creatures is merely a tiny eyeball with wings; about the size of a golfball; however, they are constructed in a myriad of less conspicuous forms, such as clockwork birds, insects and fish. The alternatives tolerated by the law-focused Modrons mostly because they help them fulfill their function as they are less noticible in this way. A camouflauged demidrone can be identified as such with a successful DC 15 investigation check.

Demidrones are often sought after as familiars, due to their innate truesight. Someone who vows and follows the Primus's version of law and order may be granted knowledge of a ritual to create one with his blessing. Alternatively a less lawful wizard can capture one and corrupt it to create a rogue version for their own use.

Demidrone Tiny construct, lawful neutral Armor Class 15 (natural armor)

15 (natural armor) Hit Points 3 (1d4 + 1)

3 (1d4 + 1) Speed 0ft., fly 30ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 3 (-4) 10 (+0) 4 (-3) Skills Perception +4

Perception +4 Senses Truesight 120 ft., passive Perception 14

Truesight 120 ft., passive Perception 14 Languages Modron

Modron Challenge 0 (0 XP) Axiomatic Mind. The demidrone can't be compelled to act in a manner contrary to its nature or its instructions. Disintegration. If the demidrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Variants Rogue. A rogue demidrone loses its Axiomatic Mind trait and can be any alignment except lawful neutral.

A rogue demidrone loses its Axiomatic Mind trait and can be any alignment except lawful neutral. Aquatic. An aquatic demidrone has no flight speed and instead has a swimming speed of 30ft.

Create Modron Familiar

3rd-level transmutation (ritual)

Casting Time: 1 hour

1 hour Range: 10 feet

10 feet Components: V, M, S (3 GP worth of Brass, 25 GP worth of Electrum, 125 GP worth of Mythril†, all of which the spell consumes.)

V, M, S (3 GP worth of Brass, 25 GP worth of Electrum, 125 GP worth of Mythril†, all of which the spell consumes.) Duration: Instantaneous

You magically form a Demidrone from portions of the material components on an unoccupied space within range. It is then blessed with sentience and truesight by Primus; the remainer of the materials are taken as payment for this blessing. Should this spell be attempted without Primus' favor, it will fail and the spell slot and materials will be wasted.

After the creation of this construct, it is treated as a familiar in your service with the same benefits as the Find Familiar spell, with the following addendum.

You can’t have more than one familiar at a time. You cannot cast this spell again, while already having a Modron familiar; casting it while having a standard Find Familiar creature causes that spirit to leave your service.

Rare Spell. This spell can be cast by wizards, but due to the difficulty, the rarity of necessary material components, or outright being a guarded secret, it cannot be taken at level up and may only be learned if a spellbook containing it is found or a mage or extraplanar entity teaches it to you.

†Note for DM's: You can either treat this as an easily found trade good, make it necessary to quest for it or have it sold in a harder to find area (like a town of dwarves hidden in the Underdark). In standard lore it's a rare mineral found in the Underdark.

Corrupt Modron

4th-level transmutation

Casting Time: 1 Action

1 Action Range: Touch

Touch Components: V, M, S (100 GP worth of Slaadi blood, which the spell consumes)

V, M, S (100 GP worth of Slaadi blood, which the spell consumes) Duration: Instantaneous

There are many ways to corrupt a modron with enough chaos to make it lose its connection to the Primus and gain its own unique sense of morality. But, the quickest and best documented is using the blood of their natural polar opposite, the Slaadi.

Make a melee spell Attack against a modron you can reach. On hit, the modron makes an intelligence saving throw. On failure, it becomes a rogue variant and its alignment is rolled randomly (use a d8 to select any alignment except lawful neutral). The rogue Modron is charmed by you for 7 days or until you or your companions do anything harmful to it. While charmed this way, the Modron idolizes the caster as "the one who opened its eyes." When the charmed condition ends, the Modron chooses whether to remain friendly to you, based on how you treated it while it was charmed and the morality rolled.

Rare Spell.