Tridrone (Base Modron) (CR 3)
Medium Construct (Extraplanar and Lawful)
Alignment: Always lawful neutral
Initiative: +1 (Dex); Senses: all-around vision, darkvision 60 ft., Listen +3, and Spot +10
Languages: Common, Modron
AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Hit Dice: 3d10+20 (36 hp)
Fort +1, Ref +2, Will +2
Speed: 30 ft., Climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: 3 Masterwork shortspears +3 melee or 3 Masterwork spears +2 ranged
Full Attack: 3 Masterwork shortspears +3 melee or 3 Masterwork spears +2 ranged
Damage: Masterwork shortspear 1d6+2
Special Attacks/Actions: -
Abilities: Str 14, Dex 13, Con -, Int 10, Wis 12, Cha 10
Special Qualities: Coordinated ally, fixed initiative (2), construct traits, acid, cold, and fire resistance 10
Feats: Combat Reflexes; Multiweapon Fighting
Skills: Listen +3, Search +8, Spot +10, and Survival +5
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary or squad (2-4 plus 12 duodrones and 144 monodrones for each tridrone)
Treasure/Possessions: None
Source:
Dragon #354
All-Around Vision (Ex): The sensory organs on all sides of a tridrone 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 tridrone.
- 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.
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).