Messenger Monodrone Modron (from
Dragon Magazine #354))
Small Construct (Extraplanar, Lawful)
Hit Dice: 1d10+10 (15 hit points)
Initiative: +1
Speed: 20 feet, fly 40 feet (average)
Armor Class: 15 (+1 size, +1 Dexterity, +1 dodge, +2 natural); touch 13, flat-footed 13
BAB/Grapple: +0/-5
Attack: Slam +0 melee (1d4-1, bludgeoning, 20 x2)
Full Attack: Slam +0 melee (1d4-1, bludgeoning, 20 x2)
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, recite message, 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. It has a pair of mehcanical wings where an ordinary monodrone has arms.
Messenger monodrones can speak Axiomatic.
Combat
Messenger monodrones never fight unless they face no other option or are ordered to fight.
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 messenger monodrone can take an additional standard action in a round. This action must be identical to the one it just performed. For example, a messenger 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.
Recite Message (Ex): Messenger monodrones ca be dictated a message in any language up to 1 minute in length. They then carry that message until a superuior ( a higher caste modron or an acrane spellcaster who summoned the monodrone as a familiar) either dictates a new one or orders the current message forgotten. monodrones do not understand messages no in Axiomatic, but can still recite them exactly. Messenger monodrones cannot be used to cast spells in this manner, even those with only verbal components.
Single Task (Ex): Messenger 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 messenger monodrone continues fighting the same creature until destroyed, its opponent is defeated, or it is ordered to attack another target. A messenger 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.
Messenger Monodrone Modrons as Familiars
Messenger 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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