Monodrone (Base Modron) (CR 1/2)
Small Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +1 (Dex); Senses: low-light vision, darkvision 60 ft.; Listen +2, Spot +2, Listen +2, and Spot +2
AC: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Hit Dice: 1d10+10 (15 hp)
Fort +2, Ref +2, Will +0
Speed: 20 ft., Messenger monodrone 20 ft., fly 40 ft. (average)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -5
Attack: Shortsword +0 melee (ld4-l/19-20) or slam +0 melee (ld3-l) or light crossbow +2 ranged
Full Attack: Shortsword +0 melee (ld4-l/19-20) or slam +0 melee (ld3-l) or light crossbow +2 ranged
Damage: Shortsword ld4-l/19-20, slam ld3-l, light crossbow ld6/19-20
Special Attacks/Actions: Focused Strike 1/day
Abilities: Str 8, Dex 13, Con -, Int 4, Wis 10, Cha 7
Special Qualities: coordinated ally, fixed initiative (1), construct traits, acid, cold, and fire resistance 10
Skills: Craft (any one) +1, Listen +2, and Spot +2
Advancement: By character class
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 plus 1 duodrone per 12 monodrones), or company (121-144 plus 1 duodrone per 12 monodrones)
Focused Strike (Ex): Once per day, a monodrone can take an additional standard action in a round. This action must be identical to one it just performed. For example, a monodrone could make two melee attacks against the same target or, if a monodrone were to gain spellcasting ability, it could cast the same identical spell twice in the same round targeted on the same creature or location (assuming it is capable of casting the spell more than once). It could not, however, 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.
Messenger Monodrones: Recite Message (Ex): Messenger modrons can be dictated a message in any language up to 1 minute in length. They then carry that message until a superior (a higher caste modron or an arcane spellcaster who summoned the monodrone as a familiar) either dictates a new one or orders the current message forgotten. Monodrones do not understand messages not in the modron language but can still recite them exactly, regardless of language. Monodrones cannot be used to cast spells in this manner, even those with only verbal components.
- Modron Traits: A modron possesses the following traits (unless otherwise noted in a creature's entry)./li>
- Resistance to acid, cold, and fire 10.
- Ever alert, all modrons have a +2 racial bonus on Listen and Spot checks.
- 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 action, 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 or other modifiers (like Improved Initiative). When combat begins, a modron uses this number as its initiative - it never rolls an initiative check.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).