Monday, January 3, 2011

General Rules: Monsters - Modron, Duodrone

Duodrone Modron (from Dragon Magazine #354))
Small Construct (Extraplanar, Lawful)

Hit Dice: 2d10+10 (21 hit points)
Initiative: -1
Speed: 20 feet
Armor Class: 15 (+1 size, -1 Dexterity, +5 natural); touch 10, flat-footed 15
BAB/Grapple: +1/+1
Attack: Masterwork shortspear +5 melee (1d8+4, piercing, 20 x2) or masterwork shortspear +0 ranged (1d8+3, piercing, 20 x2, 20 feet x5)
Full Attack: Masterwork shortspear +5 melee (1d8+4, piercing, 20 x2) or masterwork shortspear +0 ranged (1d8+3, piercing, 20 x2, 20 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Coordinated ally, construct traits, darkvision 60 feet, fixed initiative, low-light vision, resistance to acid 10, resistance to cold 10, resistance to fire 10, surge of strength
Saves: Fortitude +0, Reflex -1, Will +0
Abilities: Str 16, Int 6, Wis 10, Dex 9, Con -, Cha 8
Skills: Craft: Any One +1, Listen +3, Spot +3
Feats: Monkey Grip
Environment: Mechanus
Organization: Squad (1 - 12)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

These awkward blocky creatures are roughly humanoid in shape, ambling on a pair of thin mehcanical legs. Two rectangular segments make up its form. A face on the upper one studies its surroundings closely.

Duodrones can speak Axiomatic.

Combat
Duodrones are not afraid of combat, and fight to defend themselves even without orders. If vastly outnumbeed, one usually leaves to warn others while the rest stand and fight, even as a delaying tactic. They have no fear of death, since they are dimly aware that they will return to the Energy Pool and be reborn.

As with all modrons, duodrones naturally coordinate attacks but are more apt to split up and atttempt to weaken as many foes as possible.They often start off with their surge of strength in order to make themselves appear even stronger than they already are in hopes of either finishing their opponent quickly or scaring them off.

Coordinated Ally (Ex): Modrons work exceptionally well with other lawful allies. When successfully aided on a skill check or attack roll by a lawful-aligned ally, or when aiding another lawfully aligned creature, they apply or gain a +3 bonus on their checks or attack rolls (instead of the normal +2 bonus). Furthermore, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus).

Fixed Initiative (Ex): Modrons are rigid in their actions, even in the most chaotic situations. As a result, a modron's initiative check is always equal to half its Hit Dice plus its Dexterity modifier for initiative. When combat begins, a modron uses this number as its initiative - it never rolls an initiative check. A duodrone modron's initiative is always 0.

Surge of Strength (Ex): As a swift action once per day, a duodrone can gain a +4 bonus to strength. This bonus lasts until the duodrone's next turn.

Construct: Immune to mind-influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.

Skills: Modrons have a +2 racial bonus to Listen and Spot checks.

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