Quadrone (Base Modron) (CR 3)

Medium Outsider
Alignment: Always lawful neutral
Initiative: +2 (Dex); Senses: all-around vision, darkvision 60 ft., Listen +8, and Spot +8


AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d8+4 (22 hp)
Fort +5, Ref +6, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: 4 claws +7 melee; or 2 longspears +7 melee; or 2 longbows +6 ranged
Full Attack: 4 claws +7 melee; or 2 longspears +7 melee; or 2 longbows +6 ranged
Damage: Claw 1d4+3; or 2 longspears 1d8+3; or longbow 1d8
Special Attacks/Actions: -
Abilities: Str 16, Dex 15, Con 13, Int 12, Wis 12, Cha 11
Special Qualities: modron qualities, resistances
Feats: Multidexterity; Rapid Shot
Skills: Diplomacy +5, Knowledge (planes) +5, Listen +8, Search +6, Sense Motive +6, Spot +8, and Survival +6
Advancement: 5-12 HD (Medium-size)
Climate/Terrain: Any land
Organization: Solitary, squad (2-3), or battalion (4 quadrones plus 72 monodrones, 24 duodrones, 12 tridrones, and 12 messenger monodrones)
Treasure: None

Source: Converted

All-Around Vision (Ex): A quadrone has a pair of eyes set into each of its sides. It can see in all directions around it at all times. It gains a +4 racial bonus to Spot and Search checks. It cannot be flanked.

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

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