Pentadrone (Base Modron) (CR 5)

Medium Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +2 (Dex) ; Senses: all-around vision, low-light vision, darkvision 120 ft.; Listen +12, Spot+16, Listen +12, and Spot +16
Languages: Celestial, Common, Infernal, Modron


AC: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Hit Dice: 6d10+20 (53 hp)
Fort +2, Ref +4, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +10
Attack: Slam +10 melee
Full Attack: Slam +10 melee
Damage: Slam 2d4+9
Special Attacks/Actions: paralysis gas
Abilities: Str 22, Dex 12, Con -, Int 17, Wis 16, Cha 16
Special Qualities: coordinated ally, fixed initiative, levitation gas, construct traits, acid, cold, and fire resistance 20
Feats: Alertness; Blind-Fight; Combat Reflexes; Track
Skills: Gather Information +4, Hide +11, Knowledge (any one) +9, Listen +12, Search +11, Spot +16, Survival +11, and Tumble +8
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary, regiment (1 pentadrone plus 8 quadrones, 144 monodrones, 48 duodrones, 24 tridrones, and 24 messenger monodrones)
Treasure/Possessions: None

Source: Dragon #354

All-Around Vision (Ex): The sensory organs on all sides of a pentadrone allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a pentadrone.

Paralysis Gas (Su): Pentadrones can emit a 30-foot line of paralysis gas. Creatures caught within the area must make a DC 16 Fortitude save or be paralyzed for 2d4 rounds. The DC is Charisma-based. After a pentadrone uses its gas emitter to spray paralysis gas, it cannot use it again for levitation or paralysis gas for 5 rounds.

Levitation Gas (Su): Pentadrones possess a gas emitter that, when aimed downward, allows them to float as per a levitate spell cast by a 5th level wizard. After a pentadrone levitates in this manner, it cannot use its gas emitter to levitate or spray paralysis gas for 5 rounds.

Extraplanar Subtype

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.

Lawful Subtype

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).