#duodrone

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Image by Julie Dillon, © Wizards of the Coast

[Probably the modron with the most Oz vibes, and that’s saying something. I like the distinction in the Dragon Magazine version that they’re surprisingly strong for being such goofy little dudes, and so continued with that theme. Something that basically all editions of D&D after AD&D 1e forgot was that monodrones and duodrones had a swim speed. I took swimming off of the monodrone in order to lean into the wings, but have restored that to the duodrone.]

Modron, Duodrone
CR 2 LN Outsider (extraplanar)

This boxy humanoid is made of metal. Its upper and lower halves are divided by a gear-like waist, and its limbs are thin with prominent joints. Its upper half is taken up by an eerily organic-looking face. It carries a spear seemingly too large for it.

Duodrones are the second tier of the modron hierarchy, and are more intelligent and versatile than monodrones (albeit not by much). Unlike monodrones, a duodrone can multitask, albeit only with two goals at once. They act as supervisors of monodrone laborers and soldiers, and are stronger on the battlefield. Duodrones are amphibious, their hands and feet spreading out into flippers when they come into contact with water. Thus, duodrones are often put to work in flooded environments where monodrones cannot maneuver easily.

A duodrone will fight to defend itself even without orders, although if in a group, one member of the group will typically retreat to inform a superior (or send a monodrone with a message to do the same). Duodrones consciously work to flank opponents and set up tactical advantages, sometimes to the point of leaving themselves exposed. Most duodrones use their surge of strength at the beginning of combat.

The closest a duodrone comes to having an individual personality is in favoring a particular weapon over others. Few duodrones use ranged weapons to any great extent, and they have a fondness for polearms. A few of them, particularly those who come into contact with non-modrons on a regular basis, may gain a nickname based on their weapon of choice.

Duodrone              CR 2
XP 600

LN Small outsider (extraplanar, lawful, modron)
Init
11 (fixed); Sensesdarkvision 90 ft., low-light vision, Perception +7
Defense
AC
13, touch 11, flat-footed 12 (+1 size, +2 natural)
hp
23 (2d10+2 plus 10)
Fort
+1,Ref+3,Will+3
Resist
acid 10, cold 10, fire 10
Defensive Abilities
constructed
Offense
Speed
20 ft., swim 20 ft.
Melee
2 slams +4 (1d4+1) or spear +4 (1d8+1/x3) or Lucerne hammer +4 (1d12+1)
Ranged
spear +3 (1d8+1/x3)
Space
5 ft.; Reach5 ft. (10 ft. with Lucerne hammer)
Special Attacks
surge of strength
Statistics
Str
13,Dex11,Con12,Int6,Wis10,Cha5
Base Atk
+2;CMB+2;CMD12
Feats
Power Attack
Skills
Craft (any one) +3, Perception +7, Stealth +9, Swim +14
Languages
Modron
SQ
coordinated ally, fixed initiative, oversized weapon
Ecology
Environment
any (Regulus)
Organization
solitary, pair or squad (3-12)
Treasure
standard (2 Medium spears, Medium Lucerne hammer, other treasure)
Special Abilities
Oversized Weapon (Ex)
A duodrone can wield weapons designed for creatures one size larger than itself without penalty.
Strength Surge (Su)
Once per day as a swift action, a duodrone can grant itself a +4 racial bonus to Strength for 1 round.

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