Monday, January 3, 2011

General Rules: Monsters - Modron, Tridrone

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

Hit Dice: 3d10+20 (35 hit points)
Initiative: +1
Speed: 30 feet, climb 30 feet
Armor Class: 14 (+1 Dexterity, +3 natural); touch 11, flat-footed 13
BAB/Grapple: +2/+4
Attack: Masterwork halfspear +5 melee (1d6+2, piercing, 20 x2) or masterwork javelin +4 ranged (1d6+2, piercing, 20 x2, 30 feet x5)
Full Attack: 3 masterwork halfspears +3 melee (1d6+2, piercing, 20 x2) or 3 masterwork javelins +2 ranged (1d6+2, piercing, 20 x2, 30 feet x5)
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, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +1, Reflex +2, Will +2
Abilities: Str 14, Int 10, Wis 12, Dex 13, Con -, Cha 10
Skills: Listen +3, Search +8, Spot +10, Survival +5
Feats: Combat Reflexes, Multiweapon Fighting
Environment: Mechanus
Organization: Team (1 - 4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

A bizarre pyramid-shaped creature, each of its three sides sports a single eye, mouth, and a javelin wielding arm, and the creature constantly rotates to view its surroundings with a different eye. Although seemingly made of flesh underneath, it is covered in metal plates and its limbs appear more clockwork than natural.

Tridrones can speak Axiomatic.

Tridrones focus on movement and using the terrain to tactical advantage. In caverns and inside buildings, they often climb walls and drop down on their enemies. Furthermore, they typically begin combat by throwing their javelins and then charging into melee.

Since they spend much of their time exploring or working on the edges of Mechanus's gears, tridrones tend to be more solitary than the other modrons. Due to this, they are more apt to fight as individuals rather than as a coordinated whole. Given their preference for continually darting about during combat and their near identical appearance, a group of attacking tridrones can be very difficult to fight effectively.

All-Around Vision (Ex): The sensory organs on all sides of a tridrone 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 tridrone.

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 tridrone modron's initiative is always 2.

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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