Tridrone (Base Modron) (CR 2)
Alignment: Always lawful neutral
Initiative: +1 (Dex); Senses: all-around vision, darkvision 60 ft., Listen +8, and Spot +8
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +4, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Claw +5 melee, 2 claws +1 melee; or 3 javelins +4 ranged
Full Attack: Claw +5 melee, 2 claws +1 melee; or 3 javelins +4 ranged
Damage: Claw 1d4+2; or javelin 1d6+2
Special Attacks/Actions: -
Abilities: Str 14, Dex 12, Con 12, Int 9, Wis 11, Cha 10
Special Qualities: modron qualities, resistances
Skills: Diplomacy +5, Listen +8, Search +4, Sense Motive +4, Spot +8, and Survival +4
Advancement: 4-9 HD (Medium-size)
Climate/Terrain: Any land
Organization: Solitary or squad (2-4 plus 12 duodrones and 144 monodrones for each tridrone)
All-Around Vision (Ex): A tridrone has a single eye set into the center of each of its three 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.
The tridrone attacks first by hurling its javelins and then enter melee using their claws.