Showing posts with label Dragon354. Show all posts
Showing posts with label Dragon354. Show all posts

Monday, January 3, 2011

General Rules: Monsters - Modron, Winged Quadrone

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

Hit Dice: 5d10+20 (46 hit points)
Initiative: +1
Speed: 30 feet, fly 30 feet (poor)
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: 2 masterwork shortswords +5 melee (1d6+3, piercing, 19-20 x2) or masterwork longbow +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: Two-Weapon 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 and a pair of mechanical wings, it has eyes on every side of the cube that watch all around it. With its arms it carries a bow.

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

Combat
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 longbow 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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General Rules: Monsters - Modron, Pentadrone

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

Hit Dice: 6d10+20 (53 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 21 (+2 Dexterity, +9 natural); touch 12, flat-footed 19
BAB/Grapple: +4/+10
Attack: Slam +10 melee (2d6+9, bludgeoning, 20 x2)
Full Attack: Slam +10 melee (2d6+9, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Paralysis gas
Special Qualities: All-around vision, coordinated ally, construct traits, darkvision 60 feet, fixed initiative, levitation gas, low-light vision, modron leader, resistance to acid 10, resistance to cold 10, resistance to fire 10
Saves: Fortitude +2, Reflex +4, Will +6
Abilities: Str 22, Int 17, Wis 16, Dex 12, Con -, Cha 16
Skills: Gather Information +4, Hide +11, Knowledge: any one +9, Listen +12, Search +11, Spot +16, Survival +11, Tumble +8
Feats: Blind-Fight, Combat Reflexes, Track
Environment: Mechanus
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always lawful neutral
Advancement: By character class

Like a clockwork starfish on rickety by apparently strong legs, this creature has a single eye on each appendage and a small tube on its top that subtle angles towards those around it.

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

Combat
As the most advanced of the base modrons, pentadrones have a complex set of responsibilities. They must interpret and pass down orders from the hierarchs to the hundreds of thousands of quadrones and then onto the millions of lesser modrons. They must also hunt down and destroy their own kind when they turn rogue. To manage these duties, pentadrones are introspective and edeeply analytical. They attempt to study every obstacle carefully for all possible solutions, whether faced with a river with no bridge or being severely outnumbered by a pack of demons looking for a plaything.

Once they decide on a plan, they immediately launch their assault. The dramatic shift from quiet observation to sudden attack can be quite effective in catching opponents off guard. Unlike the monodrones and duodrones and to a lesser extent the tridrones and quadrones, pentadrones constantly reevaluate their plans and are capable of abandoning a plan already in action to pursue another. Again, these shifts are typically dramatic and sudden.

Knowing their importance among the base modrons, pentadrones have a stronger survival instinct than other modrons and with draw from fights to save themselves. As with so many aspects of modron life, this can easily be interpreted as an emotional act, but in reality, it is merely the most logical course of action in many circumstances. If the situation dictates that staying in the fight, even at the cost of its own life, would have the greatest outcome for other modrons, then a pentadrone fights with as much determination as the single-minded monodrone. They fully understand the significance of the Energy Pool and know that the destruction of their current form is only temporary.

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

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 pentadrone modron's initiative is always 4.

Levitation Gas (Su): Pentadrones possess a gas emitter that, when aimed downward, allows them to float as per a levitate spell cast by a 5th level wizard. After a pentadrone levitates in this manner, it cannot use its gas emitter to levitate or spray paralysis gas for 5 rounds.

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

Paralysis Gas (Su): Pentadrones can emit a 30-foot line of paralysis gas. Creatures caught within the area must make a DC 16 Fortitude save or be paralyzed for 2d4 rounds. The DC is Charisma-based. After a pentadrone uses its gas emitter to spray paralysis gas, it cannot use it again for levitation or paralysis gas for 5 rounds.

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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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.

Combat
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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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.

Combat
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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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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General Rules: Monsters - Modron, Messenger Monodrone

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 5th-level caster, and be lawful in alignment.

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General Rules: Monsters - Modron, Monodrone

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 5th-level caster, and be lawful in alignment.

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