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Plancescape: The Palace MoonHovering beyond the reach of mortals and beneath the notice of gods, thi

Plancescape: The Palace Moon

Hovering beyond the reach of mortals and beneath the notice of gods, this eerily tranquil wasteland awaits those who would explore its mysteries and discover the fate of a vanished pantheon.

Gods die, this is known, as their fossilized bodies are sometimes found floating in the astral sea or interred in great monuments hidden throughout the cosmos. Sometimes they are slain by other gods, or die as part of their own mythology, or shift and reoccur as new deities as the people who they are pledged to go through ideological changes.

This does not explain the absence of the gods that built the palace moon, a demiplane hanging just outside the material realm in much the same way that a regular moon might orbit a celestial body. In its time it was a hanging garden, a lush green paradise where one might lounge in mountain sized castles and observe the goings on of the material plane, basking in riches and radiance and all the splendor their divine might could conjure. Today the moon is a dust-riven wasteland, with its halls and city sized gardens smothered under colorless particulate with those remaining edifices exposed to the air slowly being worn away by time. It is a land ripe for exploration, as the relics of divinity lay scattered among the towering pagodas and basilicas covered with petrified ivory, amounting to not only the treasures of unknown gods but to the flotsam of various celestial courts and clergies born to serve the now absent divinities. It is for this reason that both scholarsandterrible warlords choose to make the Palace moon their home, sifting through the rubble of the dead world in the hopes of finding some fossilized trace of the ineffable.

Hooks:

  • The a powerful druid who’s influence once kept the region stable has gone missing investigating strange omens from a set of ancient megaliths contained within the foundations of an overgrown temple. As tensions between the region’s factions escalate, those who would seek peace reach out to the party to find her and bring her back. After delving the dangerous ruins (and having to overcome some of the druid’s on defenses along with the local critters) they discover her journal. In attempting to stabilize the ruin, the druid activated some kind of portal and pulled something through, after which the party can deduce that whatever it is she summoned dragged her back with it before the portal closed. Their only hope of rescuing the peacekeeper is to retrace her steps, activate the portal and plunge through themselves, surviving the lunar wasteland and get her back, all before war breaks out at home. 
  • In the light of the full moon, the silver inlaid skull of a particular aasimar possesses the power to teleport those holding it to a graveyard on the moon, the spirit of it’s departed owner desperate to return to the land from which it was banished. A fortune hunting thief has purchased this skull from an occultist, and has been using it to loot the graves of the celestial court and turn a tidy profit. The players might find a few of these objects in the local magic shops, with a chance to trace them back to their source.
  • Seeking visions of the divine, a group of mystics cast their mind out to the aether and were cursed with visions of the lunar tomb palace. Extracting from this foreboding omen that the true gods of their world were dead, and all others were merely invading presences, they set about forming a heretical order and stirring up no end of trouble, even after their deaths. These followers of the Lunatic’s Canto can be responsible for all manner of blasphemous crimes across the realm, eventually drawing the party into one of their moon mad rituals the way that cultist are wont to do.

Further Adventures:

  • It’s up to you whether the palace moon is one of the ACTUAL moons of your campaign world,  or whether it exists in a parallel space to one of those satellites, the way olympus as unreachable home of the gods existed parallel to the quite scalable mountain in the Grecian countryside. If it’s the latter, then the Palace Moon may only be accessible by specialized rituals and at particular times of the year, then the palace is accessible to anyone with a strong enough teleport spell, making it a great “ staring you in the face since level 1″ twist to where the villian has their lair.
  • Not to play into the old “ That Wizard came from the Moon” meme, but the moon really is an underexploited place for weird monsters to come from, ranging from old classics like mooncalf , or stranger aberrations that have taken up residence on the moon’s marble halls (thanks @thirdtofifthand@dm-tuz). Let your party enjoy a bit of flash-gordon weirdness, you know you want to! Plus it’s also a good home for angels and other godly beings to hang out that’s not so distant as the afterlife.
  • The vanished pantheon of the Palace moon is a great way to explain “ Silent gods” in your campaign world, regions that are cut off from the divine while others are in communion with their gods and have a LOT to say about that fact. Likewise, a partymember with Aasimar heritage may be descended from one of the celestial courts that dwelt on the palace moon, escaping to the world below after their masters left.

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lilies-of-the-fields:

beetleb0ne:

it’s been one of those weeks,,,, idk who made the original detritus post but if someone knows please tell me so i can tag them lol

[image ID: digital art of two giant isopods on the deep sea floor next to an eaten-clean whale fall. Both isopods are wearing sunglasses and raising their wineglasses in a toast. Aqua-colored bubble letters read, “It’s been one of those weeks… Pass the detritus!! End ID.]

If the Astral Sea is the “seafloor” of the multiverse.

If dead gods, plummeting as they become stone islands of fossilized belief, are the whale-fall…

What scavengers might you find thriving on those islands? What kind of creatures can break down such massive ideas, and how does their ecology work?

deirdreskye:

It’s cool that professional barbecue chefs are called pitmasters. That’s like something an orc would call himself

I’ve been assigning Mad Max themes and aesthetics to the Planescape faction called the Doomguard, for obvious reasons. They wear leather and spikes, and they want to be witnessed committing great acts of destruction in the cause of entropy.

Do you have any cool or edgy titles for people in your games? The captain of this team, Bag of Nails, is technically ranked as a Doomlord…

powerfulwizard:

Say this with me. Manifest it. Make it real. “I am not harmed by fire or explosives.” Say that outloud. Remember it. The only thing that’s stopping you is your own head. Never stop grinding.

Planescape characters can believe in things so hard they change the way the universe works. The Sign of One literally thought about their rival’s leader dying so hard that he did.

I think the anti-explosion group above would need a core concept like “changing matter from one state to another is against the natural order” and they would hate alchemists. They could call themselves the Protectors of Existence but everyone else refers to them as Solids. They have to choose between transmutation resistance and heat resistance when they reach the appropriate level.

Some Torment sketches from my sketchbook.That kanji there is supposed to be “shiawase”, because thatSome Torment sketches from my sketchbook.That kanji there is supposed to be “shiawase”, because thatSome Torment sketches from my sketchbook.That kanji there is supposed to be “shiawase”, because that

SomeTormentsketches from my sketchbook.

That kanji there is supposed to be “shiawase”, because that’s what Grace says when she’s casting some spells, but it might be very wrong, sorry.


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Magfest 2020 | Lady of Pain Cosplayers:Message us and we’ll add your URL!

Magfest 2020 | Lady of Pain

Cosplayers:
Message us and we’ll add your URL!


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Drew Veltari and Nifyx from Dice Funk for the Never Split the Party collaboration on Twitter. FairlyDrew Veltari and Nifyx from Dice Funk for the Never Split the Party collaboration on Twitter. Fairly

Drew Veltari and Nifyx from Dice Funk for the Never Split the Party collaboration on Twitter. Fairly pleased with how they turned out.


Cosmignon, who organised the collab, can be found and supported at https://twitter.com/cosmignon

Dice Funk can be found and supported at https://www.patreon.com/austinyorski

If you want to support me, I have a Ko-Fi at https://ko-fi.com/kristinasart


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Back with a drawing of Laura’s character Nifyx the bard from this season of Dice Funk, ready to chal

Back with a drawing of Laura’s character Nifyx the bard from this season of Dice Funk, ready to challenge everything in the higher planes.

Had a lot of fun with this one, especially figuring out how to represent an infinite staircase filled with glowing orbs.


Dice Funk can be found and supported at https://www.patreon.com/austinyorski


If you want to support me, I have a Ko-Fi at https://ko-fi.com/kristinasart


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The Arrival - SigilA few weeks ago @wanderbrine / @kor-artificer finished his Curse of Strahd campai

The Arrival - Sigil

A few weeks ago @wanderbrine/@kor-artificer finished his Curse of Strahd campaign, but a surprise was in store for the players! In the final moments of the epilogue of two of the players they end up being whisked away to Sigil: The City of Doors starting our Planescape campaign! 

I say our as finally I am able to impliment and introduce my own character into the party! Elxaris Ermine, the rogue seen attentively watching the entrance of Ea and Vestelle into the city of doors from the roof tops on high. Elxaris is a half elf but most of all she is a cager - a true blue member of sigil’s populace. I personally cannot wait to see where her story goes. But one thing is for sure, with the group I am in and with a DM as wonderful as @wanderbrine ? I am sure in for a ride! 

Artwork © @arsenictyphoon


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Image by Julie Dillon, © Wizards of the Coast

[The last of the drone modrons, and the last modron I’m posting for a while. I’m commissioning original art for the modron hierarchs, and so am going to wait at least that long. In the original version, a pentadrone could either levitate or use its paralysis gas, but not both, because it levitated using the gas jets. Which isn’t… realistic, exactly, but made a certain kind of logical sense, something I think of as “Gygaxian naturalism”. But it’s a decently tough monster, why shouldn’t it be able to fly? I imagine they fly something like how Gamera flies.]

Modron, Pentadrone
CR 7 LN Outsider (extraplanar)

This strange being has five pointed lobes, like a starfish, each with a single eye and frowning mouth. It stands on five clockwork legs below, and a metallic nozzle grows from its upper surface, pivoting as it watches.

The strongest of the modron drones, pentadrones serve as delegates between the will of the hierarchs and the actions of the drones. They also serve as a police force, watching constantly for signs of rogue behavior in modron drones and eliminating the rogues when they appear. Pentadrones keep a close eye on chaotic creatures that interact with modron business or visit Regulus. If any mortal creature violates the laws of the modrons, pentadrones will paralyze them, beat them into submission, and drag them off to face judgment.

A pentadrone typically opens combat with its paralysis gas. As modrons are immune to paralysis, it doesn’t care about aiming it away from its troops. Any creatures not paralyzed are bludgeoned with its five arms, or bombarded with spells if they are chaotic. Pentadrones are skilled tacticians and make good use of their abilities, and the abilities of lesser modrons in battle. A pentadrone often fights from the air, using jets of gasses to spin and levitate. Pentadrones are the most likely of the modron drone ranks to flee from combat, as they need to report the outcome to a hierarch.

Because of their ability to hold five objectives in common at a time, and their skill at planning for future events, pentadrones often appear as introspective to other creatures. They rarely speak, unless it is to give orders or acquire information. Pentadrones are unique among modron varieties in that they have no fine manipulators—no hands, tentacles, etc. They can manage objects using one of their mouths, but doing so is not particularly efficient. Thus, pentadrones often keep a staff of monodrones on hand to serve it as limbs, taking dictation, opening doors and locks, and performing other tasks that require fine motor skills.

Pentadrone          CR 7
XP 3,200

LN Medium outsider (extraplanar, lawful, modron)
Init
15 (fixed); Sensesall-around vision,darkvision 120 ft., detect chaos, Perception +17
Defense
AC
21, touch 13, flat-footed 19 (+3 Dex, +5 natural, +4 armor)
hp
72 (5d10+25 plus 20)
Fort
+6,Ref+7,Will+7
DR
5/chaotic;Resistacid 10, cold 10, fire 10
Defensive Abilities
constructed
Offense
Speed
30 ft., fly 40 ft. (poor)
Melee
5 slams +10 (1d6+5)
Special Attacks
paralysis gas
Spell-like Abilities
CL 5th, concentration +8
Constant—detect chaos, mage armor
3/day—align weapon, arrow of law (DC 15)
1/day—discern lies (DC 17), order’s wrath (DC 17)
Statistics
Str
21,Dex16,Con20,Int17,Wis16,Cha17
Base Atk
+5;CMB+10;CMD23 (29 vs. trip)
Feats
Alertness, Bludgeoner, Combat Expertise, Hover (B)
Skills
Acrobatics +8,Diplomacy +11, Fly +7, Intimidate +11, Knowledge (planes) +11, Perception +17, Sense Motive +13, Spellcraft +8, Stealth +11, Survival +11 (+15 following tracks); Racial Modifiers +4 Perception, +4 Survival when following tracks
Languages
Celestial,Common, Infernal, Modron
SQ
coordinated ally, fixed initiative
Ecology
Environment
any land or underground (Regulus)
Organization
solitary, pair, squad (1 plus 2-6 quadrones, 2-12 tridrones) or inquisition (3-10)
Treasure
incidental
Special Abilities
Paralysis Gas (Su)
As a standard action, a pentadrone can emit a 30 foot cone of gas. All creatures in the area must succeed a DC 17 Fortitude save or be paralyzed for 2d4 rounds. A creature so paralyzed can attempt an additional save against the effect as a full round action. A pentadrone can use this ability 5 times a day, but must wait 5 rounds between uses. The save DC is Constitution based.

Image by Julie Dillon, © Wizards of the Coast.

[One of the things I have done with the modrons, more to amuse myself than anything else, is to balance them so that their CRs are prime numbers. I can’t do that for all of the modron hierarchs–there’s not enough prime numbers below 30–but that’s how I decided what to do for my drones. And I’m going to continue primes whenever possible. Primus, of course, will have a prime CR (29)]

Modron, Quadrone
CR 5 LN Outsider (extraplanar)

This mechanical creature is cuboid, with two arms, two legs and two feathered wings. One of its surfaces bears a strange organic face. It carries weapons: a bow and arrows, sword and shield.

Quadrones are the modron drones that most commonly interact with outsiders. They supervise the tasks of lesser drones, act as sergeants in battle, and serve as envoys to other peoples, particularly lawful ones. As such, they are often seen as the “face” of the modrons, and the default image of a modron to many is a quadrone. Quadrones are capable of holding four objectives in mind at a time, and can prepare for contingencies, incorporate past experiences into the present scenarios, and alter their plans to fit shifting situations. If quadrones have a mental weakness, it is that they frequently focus on short-term benefits rather than long-term goals. A force of quadrones can easily win battles, but they require supervision of a hierarch to win wars.

A quadrone is a canny and focused combatant. They understand how to bolster the strengths of their allies, and even hierarch modrons appreciate their supernatural battle insights. They study and plan for multiple possible offenses and defenses, treating war something like a game of chess. A quadrone is skilled with teamwork, and can temporarily bestow teamwork feats onto their subordinates. Quadrones always carry both ranged and melee weapons, the better to respond to a shifting battlefield.

Quadrones typically have an alphanumeric designation, which they permit other races to shorten into a nickname. Different quadrones have different tactical specialties, reflected by different feats. A defensive oriented quadrone’s feats may be Combat Expertise, Dodge and Shake it Off, and a melee offensive oriented quadrone’s feats may be Cleave, Outflank and Power Attack.

Quadrone              CR 5
XP 1,600

LN Medium outsider (extraplanar, lawful, modron)
Init
16 (fixed); Sensesdarkvision 60 ft., Perception +10
Defense
AC
19, touch 14, flat-footed 15 (+4 Dex, +4 natural, +1 shield)
hp
58 (4d10+16 plus 20)
Fort
+5,Ref+8,Will+5
Resist
acid 10, cold 10, fire 10
Defensive Abilities
constructed
Offense
Speed
30 ft., fly 30 ft. (good)
Melee
slam +7 (1d4+3) or masterwork longsword +8 (1d8+3/19-20)
Ranged
masterwork composite longbow +9 or +7/+7 (1d8+3/x3)
Special Attacks
insightfulanalysis (6/day),tactician
Statistics
Str
16,Dex18,Con18,Int15,Wis13,Cha13
Base Atk
+4;CMB+7;CMD21
Feats
Coordinated Shot (B), Point Blank Shot, Rapid Shot
Skills
Craft (any one) +9,Disable Device +10,Diplomacy +8, Fly +14, Knowledge (planes) +9, Linguistics +9, Perception +10, Sense Motive +8;  Racial Modifiers +2 Perception
Languages
Common, Modron, any four
SQ
coordinated ally, fixed initiative
Ecology
Environment
any land or underground (Axis)
Organization
solitary, pair, party (3-6) or army (1-4 plus 2-8 tridrones, 4-16 duodrones and 4-16 monodrones)
Treasure
standard (light wooden shield, masterwork longsword, masterwork composite longbow [+3 pull], 40 arrows)
Special Abilities
Insightful Analysis (Su)
As a swift action, a quadrone may grant another modron within 60 feet a +2 insight bonus to its next d20 roll. If this bonus is not used within 1 round, it is lost. A quadrone cannot grant itself this bonus. A quadrone can use this ability a number of times per day as its Hit Dice plus its Intelligence modifier (6/day for the average specimen).
Tactician (Ex)
A quadrone gains the tactician ability as a cavalier of its Hit Dice.

Image by Julie Dillon, © Wizards of the Coast

[In the original Monster Manual 2, the tridrone was illustrated point up. Nowadays, they’re usually illustrated point down. I decided to make this variety canonical. Of course, modrons are too hierarchical and cooperative to turn this into a star-belly Sneetch situation, but I could see rogue modrons fighting about it.]

Modron, Tridrone
CR 3 LN Outsider (extraplanar)

This bizarre creature is a trilateral pyramid, with each of its three lateral faces bearing a single eye and mouth. It has one clockwork arm and two clockwork legs growing from each of these surfaces, all tipped with nimble clawed digits. It carries a spear in each of its three hands, and rotates constantly to scrutinize its environment with different eyes.

Tridrones are modron drones that are skilled at thinking in three dimensions. They are capable of obeying three directives at once, a great enough sense of behavioral flexibility to seem almost normal to mortals. Tridrones are often scouts and porters, able to cover a wide array of terrains with ease while carrying a heavy load. Tridrones scuttle up and down the buildings of Regulus constantly, hauling building materials to be assembled by monodrones or relaying observations to quadrone or pentadrone superiors.

A tridrone is capable of climbing on practically any surface, and they usually fight from a ceiling or wall to stab down at their opponents. They are more likely to make hit and run attacks than lesser modron drones, and their whirling combat style has a strange grace to it. They can fight effortlessly with each of their three arms, preferring to carry a single piercing weapon in each hand. A tridrone can make combat plans and execute them with orders to its monodrone and duodrone subordinates, although they are somewhat limited in their scope and creativity.

Some tridrones appear as inverted pyramids, point facing down, whereas others appear with their point facing up. There are exactly even numbers of both of these varieties in existence. Primus is engaged in an experiment to determine which configuration is the more efficient one. Both types cooperate in order to best serve the goals of the modron collective, but minor friendly competition between point up and point down tridrones does occur.

Tridrone                                CR 3
XP 800

LN Medium outsider (extraplanar, lawful, modron)
Init
12 (fixed); Sensesall-around vision, darkvision 60 ft., low-light vision, Perception +11
Defense
AC
15, touch 12, flat-footed 13 (+1 Dex, +1 dodge, +3 natural)
hp
39 (3d10+3 plus 20)
Fort
+2,Ref+5,Will+5
Resist
acid 10, cold 10, fire 10
Defensive Abilities
constructed
Offense
Speed
30 ft., climb 30 ft.
Melee
3 claws +5 (1d4+2) or 3 short spears +5 (1d6+2)
Ranged
3 short spears +4 (1d6+2)
Statistics
Str
15,Dex12,Con13,Int9,Wis12,Cha8
Base Atk
+3;CMB+5;CMD16 (24 vs. trip)
Feats
Dodge, Mobility
Skills
Acrobatics +7,Climb +23, Perception +11, Stealth +7, Survival +7; Racial Modifiers +16 Climb,+4 Perception
Languages
Modron
SQ
coordinated ally, expert climber, fixed initiative, heavy load, multiweapon fighting
Ecology
Environment
any land or underground (Regulus)
Organization
solitary, pair or squad (3-9)
Treasure
standard (6 short spears, other treasure)
Special Abilities
Expert Climber (Ex)
A tridrone can climb on even sheer surfaces or upside down without penalty. It is treated as being under the effects of a non-magical spider climb, and its racial bonus to Climb checks doubles to +16.
Heavy Load (Ex)
A tridrone’s carrying capacity is three times that of normal for a creature of its Strength score.
Multiweapon Fighting (Ex)
A tridrone suffers no penalty to attack and damage rolls for fighting with multiple weapons.

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.

Image © Wizards of the Coast, by Julie Dillon

[In 1e through 3e, there were alternate versions of some of the modron drones. Winged monodrones had no arms, and quadrones either had two wings and two arms, or four arms and no wings. These have been flattened out by 5e, using the art by Julie Dillon that first appeared in Dragon 354. I’m fine with that, so my monodrones will have both arms and wings.]

Modron, Monodrone
CR 1 LN Outsider (extraplanar)

This small metallic creature has a spherical body and spindly arms and legs. A pair of small wings grows from its upper surface. It has a single large eye overlooking a fleshy mouth.

Monodrones are the simplest, weakest and most numerous of the modrons. They exist in teeming millions, serving the will of Primus as laborers, servants and foot soldiers. A monodrone is single minded in its focus and monomaniacal in its efforts—a monodrone told to dig will do so until its shovel breaks or it destroys itself in the act if not ordered to stop. In a factory or other regulated environment, this allows a monodrone to function with incredible efficiency at one very particular subset of a task. Modron engineering is designed around mass production, and enormous quantities of monodrones help to manufacture and assemble weapons, armor and tools at a staggering rate. However, in chaotic environments such as on a battlefield, or when faced with creatures not as perfectly devoted to order, monodrones require intense supervision to make sure they don’t injure themselves or others.

Monodrones typically flee from aggression, even harsh words, in order to report the altercation to a superior capable of analyzing and making decisions. If ordered to fight, a monodrone brings its obsessive zeal to combat, to the point that they can only attack a single foe at a time. A monodrone cannot switch targets without being told so by a superior modron. They are implacable in their attempt to destroy their focused target, so much so that they can overclock themselves and attack or give chase past their bodies’ normal capacity. Monodrones can fly, but are clumsy in the air and rarely use this ability on the battlefield (unless, of course, they are ordered to). Monodrones, like most drone modrons, are willing to fight to the death once battle is joined.

Monodrones have no individual personalities, functioning more like cells in a body in their utter pursuit of their tasks. They do not even have specific numerical designations, but they may be referred to by their unit or superior (typically a tridrone or quadrone in rank). They almost never communicate directly with non-modrons.

Monodrone          CR 1
XP 400

LN Small outsider (extraplanar, lawful, modron)
Init
11 (fixed); Sensesdarkvision 60 ft., low-light vision, Perception +6
Defense
AC
13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 natural)
hp
15 (1d10 plus 10)
Fort
+0,Ref+3,Will+2
Resist
acid 10, cold 10, fire 10
Defensive Abilities
constructed;Weaknesssingle minded
Offense
Speed
20 ft., fly 40 ft. (poor)
Melee
slam +3 (1d3-1) or short sword +3 (1d4-1/19-20)
Ranged
light crossbow +3 (1d6/19-20)
Special Attacks
focused action
Statistics
Str
8,Dex13,Con10,Int4,Wis10,Cha3
Base Atk
+1;CMB-1;CMD10
Feats
Weapon Finesse
Skills
Craft (any one) +5, Fly +3, Perception +6; Racial Modifiers +4 Craft (any one), +2 Perception
Languages
Modron
SQ
coordinated ally, fixed initiative, relay message
Ecology
Environment
any land or underground (Regulus)
Organization
solitary, pair, patrol (3-12) or army (13-144)
Treasure
standard (Small short sword, Small light crossbow, 20 bolts, other treasure)
Special Abilities
Focused Action (Su)
Once per day, a monodrone can take an extra move or standard action in its turn, as long as it is exactly the same action as it took immediately prior. For example, it could move and then make two short sword attacks, or move twice and take one short sword attack, but could not move, attack once and then move again.
Relay Message (Ex)
A monodrone can retain and recite perfectly a verbal message or any other sound of 1 minute or shorter in duration. It does not need to understand the message in order to relay it. This cannot be used to cast a spell, even one with only a verbal component.
Single Minded (Ex)
A monodrone can only focus on a single task at a time. When in combat, it only attacks a single foe unless ordered to stop or change targets. This means that it always fights until slain if not ordered to retreat, and can only make attacks of opportunity against the target it is focusing on.

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