Planescape Monstrous Supplement

Modrons, Base

All the modrons are considered Lawful Outsiders.

Name

Monodrone

Duodrone

Tridrone

Size / Type

Small

Small

Medium

Hit Dice

1d8 (4)

2d8+2 (11)

3d8+6 (19)

Initiative

+0 (Dex)

+1 (Dex)

+2 (Dex)

Speed

20ft, fly 40ft poor

20ft, fly 20ft clumsy

30ft

Armor Class

13 (+2 Natural, +1 Size)

14 (+1 Dex, +2 Natural, +1 Size)

15 (+2 Dex, +3 Natural)

Attacks

Claw +2 melee, or spear +2 melee, or xbow +2 ranged

2 Claw +4 melee, or spear +4 melee, or xbow +4 ranged

3 Claw +6 melee

Damage

Claw 1d4, spear 1d6, x-bow 1d8

Claw 1d4+1, spear 1d6+1, x-bow 1d8

Claw 1d4+2

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

None

Sp. Qualities

Immunities, Darkvision

Saves

F+2

R+2

W-1

F+4

R+4

W+2

F+5

R+5

W+4

Abilities
Str 11
Dex 11
Con 11
Str 13
Dex 13
Con 13
Str 15
Dex 15
Con 15
Int 02
Wis 04
Cha 04
Int 06
Wis 08
Cha 08
Int 10
Wis 12
Cha 12
Skills

None

Listen +2, Spot +2

Listen +7, Spot +7, Spellcraft +4

Feats

None

Point Blank Shot

Weapon Focus (claw), Multidexterity

Climate

Mechanus

Organization

Company (12-144)

Group (1-12)

Group (1-4)

Rating (CR)

1/2

1

2

Treasure

None

Alignment

Always Lawful Neutral

Advancement

2HD (Small)

3-4HD (Small)

4-6HD (Medium)


Name

Quadrone

Pentadrone

Size / Type

Medium

Hit Dice

4d8+12 (30)

5d8+20 (43)

Initiative

+3 (Dex)

+4 (Dex)

Speed

35ft OR 35ft, fly 35ft poor

40ft.

Armor Class

16 (+3 Dex, +3 Natural)

17 (+4 Dex, +3 Natural)

Attacks

4 claw +11 melee, or 2 bow +11/+6 ranged, or 2 greatsword +11/+6 melee; OR (if they’re able to fly) 2 claw +11 melee, or bow +11/+6 ranged, or greatsword +11/+6 melee

5 Claw +12 melee

Damage

Claw 1d4+3, Greatsword 2d6+3, Composite Long Bow 1d8+3

Claw 1d4+7

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Military Focus

Paralysis Gas

Sp. Qualities

Immunities, darkvision, heightened senses, all-around vision

Immunities, darkvision, damage reduction 15/+1, heightened senses, adaptability

Saves

F+6

R+6

W+6

F+7

R+7

W+6

Abilities
Str 17
Dex 17
Con 17
Str 25
Dex 19
Con 19
Int 14
Wis 16
Cha 16
Int 14
Wis 16
Cha 16
Skills

Listen +12*, Spot +12*, Search +11*, Spellcraft +9, Sense Motive +7*

Listen +15*, Spot +15*, Search +14*, Spellcraft +10, Sense Motive +15*

Feats

Improved Critical (bow), Multidexterity

Combat Reflexes, Run, Multidexterity

Climate

Mechanus

Organization

Group (1-4)

Solitary

Rating (CR)

5

6

Treasure

None

Alignment

Always Lawful Neutral

Advancement

5-8HD (Medium)

6-10HD (Medium)

  • Military Focus (Ex): All Quadrones attack as a 8HD monster.
  • Paralysis Gas (Ex): 5 times per day, but not more often than once per 50 minutes, Pentadrones can emit a paralyzing gas around them. All characters inside a 5 foot radius around the Pentadrone must succeed a Fortitude save (DC 15) or be held immobile for 5 rounds. They can also use this gas to Levitate (as a 5th level user)
  • Immunities (Ex): Immune to illusions, mind affecting effects, fear, and emotion effects. Also any attack that draws upon the Positive or Negative Energy Plane also fails. The Modrons receive a +1 racial bonus to saves against cold, fire, and acid, and they suffer damage from such attacks with a -1 modifier per die.
  • Darkvision (Ex): The range of this ability varies with the type of modron considered. Monodrones have a 60 foot range; Doudrones and Tridrones 90; Quadrones and Pentadrones 180.
  • Heightened Senses (Ex): All Quadrone have senses equal to 150% those of a human standards. Thus, they receive a +2 to Listen, Search, Sense Motive, and Spot checks. Pentadrones have double normal human senses, thus, they receive a +4 bonus to the same checks.
  • All-around Vision (Ex): Quadrones are equipped with sensory organs on all six sides or their cubic bodies, so is impossible to caught a Quadrone flat-footed or flank it under normal circumstances. Also, they are never surprised.
  • Adaptability (Ex): Pentadrones can survive virtually any environment, withstanding temperature extremes from 100 to -60 °C without discomfort. In addition, they receive an extra -1 to all damage dices from fire, cold, and acid (for a total of -2 taking into account their normal Immunities).
  • Structure

    Modrons can be part of the working or military class. Those in the working class define themselves by number (any), sector (1-64), region (1-16), and quarter (1-4). Those in the military defines themselves by number, company, battle, regiment (1-4), brigade (1-4), division (1-2), corp (1-4), and army (1-36) or an absolute number of any division.

    Type
    Number
    Company
    Battle
    Monodrone
    1-144
    1-6
    1-2
    Duodrone
    1-144
    1-2
    1-2
    Tridrone
    1-144 soldier
    Special
    1-2
    1-3 officer
    1-2
    1-2
    Quadrone
    1-4 officer
    N/A
    1-2
    1-12 squad per battle
    Pentadrone
    1-12 squad per battle
    1-5 officer per battle
    1-10 per brigade
    1-20 per division
    1-40 per corp

    For example, unit tridrone 49, special company, 2nd battle, 3rd regiment, 1st brigade, 2nd division, 4th corp, 26th army could be named in any of the follow:

  • 49th tridrone unit, special company, 2nd battle, 3rd regiment, 1st brigade, 2nd division, 104th corp (4 corps per division)
  • 49th tridrone unit, special company, 2nd battle, 3rd regiment, 1st brigade, 208nd division (2 division per corp)
  • 49th tridrone unit, special company, 2nd battle, 3rd regiment, 829st brigade (4 brigades per division)
  • 49th tridrone unit, special company, 2nd battle, 3315rd regiment (4 regiments per brigades)
  • 49th tridrone unit, special company, 6630th battle (2 battles per regiment)
  • 49th tridrone unit, 6630th special company (1 special company per battle)
  • Unit 974515th tridrone (147 tridrones per battle, 3 officers and 144 soldier, counted in that order)



         Melroch Eitheldor @ 2003 1 1