BASE MODRON STATS

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This section provides statistics for modrons of each caste. In addition to the specific characteristics of their caste, all modrons share certain additional qualities. Because of their single-minded devotion to following orders from superiors, modrons are immune to mindinfluencing effects. Their unique biology means that they are not subject to subdual damage, ability damage, ability drain, or energy drain. Because of their geometric shapes, they have no particular weak points, so they are not subject to critical hits. Modrons speak their own precise, mathematical language, but those of duodrone or higher rank can manage at least some of the trade tongue used throughout the planes.

MONODRONE (Base Modron)

Small Outsider

Hit Dice: 1d8 (4 hp)

Initiative: +0

Speed: 20 ft.; messenger monodrone 20 ft., fly 60 ft. (poor)

AC: 13 (+1 size, +2 natural)

Attacks: Bite +2 melee; or halfspear +2 melee; or light crossbow +2 ranged

Damage: Bite 1d4; or halfspear 1d6; or light crossbow 1d8

Face/Reach: 5 ft. by 5ft./5 ft.

Special Qualities:Modron traits, outsider traits, resistances

Saves: Fort +2, Ref +2, Will +0

Abilities: Str 10, Dex 10, Con 10, Int 3, Wis 7, Cha 8

Skills: Hide, +4, Listen +2, Spot +2

Feats: Alertness

Climate/Terrain: Any land

Organization: Squad 12 (plus 1 duodrone), patrol 13–48 (plus 1 duodrone per 12 monodrones), platoon 49–84 (plus 1 duodrone per 12 monodrones), battalion 85–120, or company 121–144 (plus 1 duodrone per 12 monodrones and 3 tridrones)

Challenge Rating: 1/2

Treasure: None

Alignment: Always lawful neutral

Advancement: 2 HD (Small); 3 HD (Medium-size)

A monodrone looks like a small sphere with a single eye. It has four spiderlike limbs (two arms and two legs). Monodrones are barely intelligent modrons that make up most of the population of Regulus. They are unable to speak or read, but they can understand commands spoken in the modron tongue. They accept orders only from duodrones and exist only for their work. A monodrone is a single-function modron; that is, it can carry out only one command at a time. If told to attack, it does so until slain or told to stop—even if that means attacking another monodrone after obliterating the enemy. If ordered to guard, it does so without resting. It is fortunate that monodrones feed on the very substance of air around them; otherwise, it would be necessary to order them to eat every day. Monodrones are usually assigned to either simple labor or service in the regiments of the modron army. Thousands of spherical monodrones armed with halfspears, crossbows, and an unswerving dedication to duty present a formidable challenge when marshaled against a foe. One twelfth of all monodrones lack the spiderlike arms of their more numerous brethren and instead have fanlike wings joined to their bodies. Though they cannot wield weapons, these winged monodrones are faster than their counterparts, so they often serve as messengers—in fact, they are called messenger monodrones.

Combat

A regular monodrone attacks with either a halfspear or a light crossbow. If caught unarmed, it relies on its bite. Since a messenger monodrone has no arms, it is limited to a bite attack in combat.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 10.

DUODRONE (Base Modron)

Small Outsider

Hit Dice: 2d8 (9 hp)

Initiative: +0

Speed: 30 ft., fly 30 ft. (poor)

AC: 14 (+1 size, +3 natural)

Attacks: 2 claws +4 melee; or halfspear +4 melee

Damage: Claw 1d4+1; or halfspear 1d6+1

Face/Reach: 5 ft. by 5ft./5 ft.

Special Qualities:Modron traits, outsider traits, resistances

Saves: Fort +3, Ref +3, Will +2

Abilities: Str 12, Dex 11, Con 11, Int 6, Wis 8, Cha 9

Skills: Diplomacy +3, Hide +4, Listen +5, Spot +5

Feats: Alertness

Climate/Terrain: Any land

Organization: Solitary, squad 1 (plus 12 monodrones), pair 2

Challenge Rating: 1

Treasure: None

Alignment: Always lawful neutral

Advancement: 3–6 HD (Medium-size)

A duodrone is a blocky, rectangular creature with four spiderlike limbs (two legs and two arms), plus a small set of fanlike wings. It has one central eye and a large mouth. Duodrones can speak the modron tongue. They accept orders from tridrones and can give instructions to monodrones, whom they often supervise. Though duo-drones have limited conversational ability, they can report their operations and observations clearly and completely to their superiors. A duodrone is a bifunctional modron capable of interpreting and carrying out two commands at once. Thus, it can perform complex tasks beyond the abilities of monodrones. Typically, a duodrone is given only one task at a time, which allows it the limited ability to react. If ordered to attack, for example, it does so until the enemy is slain. Thereafter, it can seek out a new enemy or decide to stop attacking rather than continuing to attack the nearest target, as a monodrone would. Duodrones serve in the modron army as corporals or sergeants, or even as special shock troops armed with thrusting and crushing weapons. They often lead squads of monodrones (twelve monodrones per duodrone).

Combat

A duodrone attacks with either a halfspear or its claws.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 10.

TRIDRONE (Base Modron)

Medium-Size Outsider

Hit Dice: 3d8+3 (16 hp)

Initiative: +1

Speed: 30 ft.

AC: 15 (+1 Dex, +4 natural)

Attacks: 3 claws +5 melee; or 3 javelins +4 ranged

Damage: Claw 1d4+2; or javelin 1d6+2, and javelins 1d6+1

Face/Reach: 5 ft. by 5ft./5 ft.

Special Qualities: All-around vision, modron traits, outsider traits, resistances, superior multiweapon fighting

Saves: Fort +4, Ref +4, Will +3

Abilities: Str 14, Dex 12, Con 12, Int 9, Wis 11, Cha 10

Skills: Diplomacy +5, Intuit Direction +4, Listen +8, Search +3, Sense Motive +4, Spot +8

Feats: Alertness

Climate/Terrain: Any land

Organization: Solitary or company (2–4 plus 12 duodrones and 144 monodrones)

Challenge Rating: 2

Treasure: None

Alignment: Always lawful neutral

Advancement: 4–9 HD (Medium-size)

A tridrone appears as a three-sided pyramid with three spiderlike legs. Each of its three “faces” has a single eye, a mouth, and one arm, all set vertically along the center. Tridrones speak the modron language and the trade tongue of the planes. They accept orders from quadrones and can give instructions to duodrones. Tridrones are capable of reporting actions and observations, as well as actually planning limited objectives on the battlefield. As a trifunctional being, a tridrone can carry out a multiple- task project on its own. Typically, it receives a general order, then divides the objective into smaller tasks that can be completed by duodrones. In the modron army, tridrones serve as officers in special companies. Three tridrones typically supervise each company, relaying orders to the twelve duodrones, who in turn pass them along to the monodrones.

Combat

A tridrone attempts to hurl its javelins before entering melee with its claws.

All-Around Vision (Ex): With its three eyes, a tridrone can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 10.

Superior Multiweapon Fighting (Ex): A tridrone can attack with all its arms at no attack penalty.

QUADRONE (Base Modron)

Medium-Size Outsider

Hit Dice: 4d8+4 (22 hp)

Initiative: +2

Speed: 30 ft.; winged quadrone: 30 ft., fly 30 ft. (poor)

AC: 16 (+2 Dex, +4 natural)

Attacks: 4 claws +7 melee; or 2 longspears +7 melee; or 2 longbows +6 ranged; winged quadrone: 2 claws +7 melee; or longspear +7 melee; or longbow +6 ranged

Damage: Claw 1d4+3; or longspear 1d8+3, and longspear 1d8+1; or longbow 1d8; winged quadrone: claw 1d4+3; or longspear 1d8+3; or longbow 1d8

Face/Reach: 5 ft. by 5ft./5 ft.

Special Qualities: All-around vision, modron traits, outsider traits, resistances, superior multiweapon fighting

Saves: Fort +5, Ref +6, Will +5

Abilities: Str 16, Dex 15, Con 13, Int 12, Wis 12, Cha 11

Skills: Diplomacy +5, Intuit Direction +6, Knowledge (planes) +5, Listen +10, Search +10, Sense Motive +6, Spot +14

Feats: Alertness, Rapid Shot

Climate/Terrain: Any land

Organization: Solitary, squad 12, or battle (16 quadrones plus 864 monodrones, 295 duodrones, 164 tridrones, and 12 messenger monodrones)

Challenge Rating: 3

Treasure: None

Alignment: Always lawful neutral

Advancement: 5–12 HD (Medium-size)

A quadrone appears as a cube with six spiderlike limbs (two legs and four arms). Equipped with sensory organs on all six sides of its cubic body, a quadrone can utilize its senses to detect sights, sounds, and smells up to 150% as far away as a human can under similar circumstances. Quadrones speak the modron tongue, Celestial, and the trade tongue of the planes. They accept orders from pentadrones and can give instructions to tridrones. As four-function creatures, quadrones can report actions and observations, make plans, react to unexpected occurrences, and act to remedy them. Quadrones comprise the upper level of worker modrons. They serve as field officers in the modron army, and each battle has a special “dozen-unit” consisting only of quadrone warriors. Some quadrones are winged, with the wings replacing one pair of arms. These creatures are often charged with special missions or deployed for aerial combat.

Combat

A regular quadrone wields a longbow in each pair of hands and can fire both every round. Normally, it fires its longbows first, then closes with the enemy and uses either its longspears or its claws for melee attacks. A winged quadrone can fire only one longbow, or attack with one longspear or two claws.

All-Around Vision (Ex): With its four eyes, a quadrone can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 10.

Superior Multiweapon Fighting (Ex): A quadrone can attack with all its arms at no attack penalty.

PENTRADRONE (Base Modron)

Medium-Size Outsider

Hit Dice: 5d8+10 (32 hp)

Initiative: +3

Speed: 50 ft.

AC: 17 (+3 Dex, +4 natural)

Attacks: 5 slams +9 melee

Damage: Slam 1d4+4

Face/Reach: 5 ft. by 5ft./5 ft.

Special Attacks: Breath weapon

Special Qualities: All-around vision, damage reduction 10/+1, levitation, modron traits, outsider traits, resistances

Saves: Fort +6, Ref +7, Will +5

Abilities: Str 18, Dex 16, Con 14, Int 12, Wis 12, Cha 12

Skills: Diplomacy +10, Gather Information +6, Intuit Direction +6, Knowledge (planes) +7, Listen +9, Search +10, Sense Motive +6, Spot +13

Feats: Alertness, Track

Climate/Terrain: Any land

Organization: Solitary, regiment (5 pentadrones plus 32 quadrones, 1,728 monodrones, 590 duodrones, 328 tridrones, and 24 messenger monodrones)

Challenge Rating: 4

Treasure: None

Alignment: Always lawful neutral

Advancement: 5–12 HD (Medium-size)

A pentadrone is a five-armed creature that resembles a starfish mounted on five thin, stiltlike legs. Though it cannot fly, it can levitate by means of its breath weapon (see below). Pentadrones speak the modron tongue, Celestial, and the trade tongue of the planes. They can survive in vir-tually any environment, withstanding temperature extremes from 210°F to –100°F without discomfort. Pentadrones receive orders from the lowest of the hierarch modrons (decatons) and see that these instructions are implemented by the quadrones, policing them as necessary. As five-function beings, pentadrones can communicate, operate, monitor, plan, and manage. They can also react easily to unplanned situations. The highest of base modrons, pentadrones serve as the police force for the base population and as intermediaries between the base modrons and the godlike (in their view) decaton hierarchs. In the modron army, a dozen pentadrones are assigned to each regimental headquarters as an elite unit, while others actually command the regiment.

Combat

In addition to its powerful arm attacks, a pentadrone can breathe paralysis gas to immobilize opponents. Alternatively, it can aim the gas stream downward to levitate itself. It can use this gas stream five times per day, but no more often than once per hour. In combat, the pentadrone usually attacks with its breath weapon first and then uses its slam attacks against any available opponent.

All-Around Vision (Ex):With an eye set into each of its five appendages, a pentadrone can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Breath Weapon (Ex): 30 feet, cone of gas, Fortitude save (DC 14) or paralyzed 2d4 rounds, usable 1/hr, up to 5/day.

Levitation (Ex): The pentadrone can aim its breath weapon downward to levitate up to 20 feet per round, up or down, as a move-equivalent action. It can maintain this levitation for up to 1 hour. Each use of its breath weapon in this way counts against its breath weapon limit for the day.

Modron Traits: Immune to mind-influencing effects; not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.

Outsider Traits: Darkvision 60 ft.; cannot be raised or resurrected.

Resistances (Ex): Acid, cold, and fire resistance 20.