Monodrone Modron (from
Dragon Magazine #354))
Small Construct (Extraplanar, Lawful)
Hit Dice: 1d10+10 (15 hit points)
Initiative: +1
Speed: 20 feet
Armor Class: 15 (+1 size, +1 Dexterity, +1 dodge, +2 natural); touch 13, flat-footed 13
BAB/Grapple: +0/-5
Attack: Shortsword +0 melee (1d6-1, piercing, 19-20 x2) or light crossbow +2 ranged (1d8, piercing, 19-20 x2, 80 feet x10)
Full Attack: Shortsword +0 melee (1d6-1, piercing, 19-20 x2) or light crossbow +2 ranged (1d8, piercing, 19-20 x2, 80 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Coordinated ally, construct traits, darkvision 60 feet, fixed initiative, focused strike, low-light vision, resistance to acid 10, resistance to cold 10, resistance to fire 10, single task
Saves: Fortitude +0, Reflex +1, Will +0
Abilities: Str 8, Int 4, Wis 10, Dex 13, Con -, Cha 7
Skills: Craft: Any One +1, Listen +2, Spot +2
Feats: Dodge
Environment: Mechanus
Organization: Battalion (12 - 144)
Challenge Rating: ½
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class
A small spherical creature, its body covered in metal plates and dominated by a single eye, a monodrone ambles on clockwork legs.
Monodrones can speak Axiomatic.
Combat
Individually monodrones are not very effective in combat. When encountering any form of aggression, even verbal, they flee and report to other modrons in the vicinity unless they outnumber their opponents by at least three to one.
In sufficient numbers, however, monodrones can be devastating. Even with their low intelligence, they still naturally coordinate their attacks, surrounding those who appear to be the greatest threats first and concentrating their attacks. If ordered to attack by a superior, they fight to the death without wavering.
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 monodrone modron's initiative is always 1.
Focused Strike (Ex): Once per day, a monodrone can take an additional standard action in a round. This action must be identical to the one it just performed. For example, a monodrone could make two melee attacks against the same target. It could not, for example, move, make an attack, and then move again, as the moves do not immediately follow one another.
Single Task (Ex): Monodrones are only able to focus on a single task at a time. This tightened focus in combat translates to only being able to engage a single opponent in combat. Once it attacks a creature, the monodrone continues fighting the same creature until destroyed, its opponent is defeated, or it is ordered to attack another target. A monodrone cannot attack any other creatures except its target, even if they provoke attacks of opportunity.
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.
Monodrone Modrons as Familiars
Monodrone modrons can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the
Improved Familiar feat, be at least a 5
th-level caster, and be lawful in alignment.
Home Three Worlds Monsters
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