Monday, January 3, 2011

General Rules: Monsters - Modron, Quadrone

Quadrone Modron (from Dragon Magazine #354))
Medium Construct (Extraplanar, Lawful)

Hit Dice: 5d10+20 (46 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 19 (+4 Dexterity, +5 natural); touch 14, flat-footed 15
BAB/Grapple: +3/+5
Attack: Masterwork shortsword +7 melee (1d6+3, piercing, 19-20 x2) or masterwork longbow +9 ranged (1d8, piercing, 20 x3, 100 feet x10)
Full Attack: 4 masterwork shortswords +5 melee (1d6+3, piercing, 19-20 x2) or 2 masterwork longbows +7 ranged (1d8, piercing, 20 x3, 100 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: All-around vision, coordinated ally, construct traits, darkvision 60 feet, fixed initiative, low-light vision, modron leader, repetitive attack, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +1, Reflex +5, Will +3
Abilities: Str 16, Int 14, Wis 15, Dex 18, Con -, Cha 12
Skills: Craft; any one +6, Diplomacy +2, Knowledge: any two +6, Listen +12, Sense Motive +11, Spot +12
Feats: Multiweapon Fighting, Weapon Focus (Longbow)
Environment: Mechanus
Organization: Team (1 - 4)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

A creature the size of a human with a cube-shaped body, it has eyes on every side of the cube that watch all around it. With its four arms it carries two bows.

Quadrones can speak Axiomatic and two common languages of the Three Worlds such as Enslaic or Sorglish.

Quadrones are the lowest caste to have significant intelligence and the capability to strategize and plan. With this, they can be incredibly effective, balancing ranged attacks with their two longbows against deadly assaults with their shortswords.

In a group of mixed castes, they are well aware of the capabilities of lesser castes and order them to attack according to their particular strengths. Furthermore, given that they interact with outsiders more than the other castes, quadrones are often aware of the strengths and weaknesses of other races and, being neither good nor evil, don't hesitate to use every advantage to crush their opponents. They fight furiously not out of brutality or a desire for glory, but from pure efficiency. Orders must be obeyed, buildings must be constructed, and enemies must be defeated. This structure is implicit in a quadrone's understanding of these concepts.

All-Around Vision (Ex): The sensory organs on all sides of a quadrone allow it to look in any direction, bestowing a +4 racial bonus on Search and Spot checks. Opponents gain no flanking bonuses when attacking a quadrone.

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 quadrone modron's initiative is always 6.

Modron leader (Ex): Quadrones are capable of giving orders to any mordon of a lesser caste.

Repetitive Attack (Ex): If a quadrone makes a full-attack action against the same target on consecutive turns, it gains a +2 bonus on its attack rolls. Changing targets or performing any other action causes the quadrone to lose this bonus.

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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