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Starfinder – MODOK

MODOK (or Mental/Mobile/Mechanized Organism Designed only for Killing) the giant floating head villain from Marvel and slated to make their MCU debut in the upcoming Ant-Man and the Wasp: Quantumania. By turns silly, tragic, and horrific, the villain MODOK has been used to various effect in comics for 55 years. I tend to prefer them as a silly re-occurring villain, but how you want to use the giant head and tiny limbed cyborg mutant in your game is up to you. But for that you’ll need Starfinder stats.

MODOK from Ant-Man and the Wasp: Quantumania

Canonically MODOK is a human altered by mutagenic processes and significant cybernetic augmentation, but I feel like we can skip over a lot of that by simply using the Contemplative as the base creature. That handily gives us the flight, atrophied limbs, giant brain-centric body, and hypercognitive abilities. They also have significant psychic powers, so the Mystic class graft seems like a good fit. Round out with some equipment and they’re ready to drop into your game!

MODOK

MODOK

CR 8

XP 4800

NE Medium monstrous humanoid

Init +1; Senses blindsense (thought) 60 ft., darkvision 60 ft.; Perception +16

DEFENSE

HP 105; RP 4

EAC 19; KAC 20

Fort +7; Ref +9; Will +13

Weaknesses atrophied

OFFENSE

Speed 5 ft., fly 30 ft. (Su, perfect)

Melee static shock truncheon +14 (1d12+7 E, arc 1d4, stun)

Ranged screamer decoupler pistol +16 (1d10+8 A, demoralize)

Offensive Abilities applied knowledge, echoes of obedience (DC 18), forced amity (DC 18), inexplicable commands

Mystic Spell-Like Abilities (CL 8th)

At will – mindlink, psychokinetic hand

Mystic Spells Known (CL 8th; ranged +18)

3rd (3/day) psychokinetic strangulation (DC 20), suggestion (DC 20)

2nd (6/day) fear (DC 19), furious shriek (DC 19), hold person (DC 19), mind thrust (DC 19)

1st (at will) command (DC 18), mind thrust (DC 18)

Connection overlord

STATISTICS

Str -1; Dex +2; Con +0; Int +6; Wis +4; Cha +2

Skills  Acrobatics +16, Bluff +16, Computers +16, Culture +21, Intimidate +21, Life Science +21, Mysticism +21, Physical Science +21

Languages Akitonian, Aklo, Common, Draconic, Infernal, Ysoki, telepathy 100 ft.

Gear Kasatha Microcord  III, Screamer Decoupler Pistol, Static Shock Truncheon, 3 batteries

SPECIAL ABILITIES

Applied Knowledge (Ex) Once per day before attempting a skill check or saving throw against a creature, MODOK can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus.

Atrophied (Ex) MODOK’s limbs are practically vestigial. MODOK can manipulate most tools and one-handed weapons (including small arms) without difficulty. MODOK can’t properly wield a two-handed weapon without dedicating their telekinetic powers to supporting the weapon, and even then they take a –4 penalty to attack rolls. MODOK also can’t use their spell-like abilities or fly until they are no longer wielding that weapon.


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Categories: Article Writing

Jeremy Corff

Artist and Writer