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<blockquote data-quote="Cleon" data-source="post: 8905717" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Modronoid</span></strong></p><p>Medium Construct</p><p><strong>Hit Dice:</strong> 6d10+12 (45 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed</strong>: 20 ft. ( squares)</p><p><strong>Armor Class:</strong> 18 (+8 natural), touch 10, flat-footed 18</p><p><strong>Base Attack/Grapple:</strong> +4/+8</p><p><strong>Attack:</strong> Arm blade +9 melee (1d6+4/19-20)</p><p><strong>Full Attack:</strong> 2 arm blades +9 melee (1d6+4/19-20)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Arm blades</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., living construct traits, linked modron, low-light vision, spell resistance 10, vulnerability to metal-affecting powers</p><p><strong>Saves:</strong> Fort +4, Ref +2, Will +3</p><p><strong>Abilities:</strong> Str 18, Dex 10, Con 15, Int 10, Wis 9, Cha 9</p><p><strong>Skills:</strong> Listen +6, Spot +7</p><p><strong>Feats:</strong> Alertness, Iron Will, Weapon Focus (arm blades)</p><p><strong>Environment:</strong> Any land</p><p><strong>Organization:</strong> Solitary, team (2–4), squad (5–12), patrol (13–25), platoon (26–84), or company (85–144)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always chaotic neutral</p><p><strong>Advancement:</strong>—</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>A stocky man-shaped thing covered in gleaming metallic plates. Shorter and heavier than an average human, the gaps in its armor reveal glimpses of mutilated humanoid flesh forced into a mechanical frame. Chunks of its body have been sutured to or replaced by bizarre machine-like organs, including vicious blades that slide out of a sheathe implanted in each of its forearms. The creature still has humanoid eyes glaring from its helmet-like head. What's left of its face shows nothing but pain, despair and murderous fury</em>.</p><p></p><p>Background.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Modronoids attack with howling fury, hurling themselves into melee combat with their arm blades. An "insane" modronoid, or one left to its own devices, tries to kill any non-modron or non-modronoid it sees. A "sane" modronoid being directed by its creator, or a supervisor its master ordered it to obey, will slavishly and unimaginatively follow any order its controller gives it.</p><p></p><p>Unless otherwise directed, modronoids fight until they kill all their opponents or die. They have no fear of death, which would end the agonising pain of their existence.</p><p></p><p><strong>Arm Blades (Ex):</strong> Each of the modronoid's arms is fitted with a retractable short-sword sized blade. An arm blade does 1d6 piercing damage and threatens a critical hit on a natural attack roll of 19–20.</p><p></p><p><strong>Linked Modron (Ex):</strong> A modronoid's construct parts are implants taken from a base modron that is kept alive in a helpless condition. If either the base modron or modronoid is killed, the link is severed and the other linked creature immediately dies. The modron's corpse will vanish back to Mechanus since it is an extraplanar creature, including the parts implanted into the modronoid.</p><p></p><p><strong>Living Construct Traits:</strong> Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. Cannot heal damage naturally. Subject to stunning, ability damage, and ability drain. Subject to spells that target either constructs or living creatures.</p><p></p><p><strong>Vulnerability to Metal-Affecting Powers (Ex):</strong> A modronoid takes half again as much (+50%) damage as normal from effects that target its metallic components, such as the <em>chill metal</em> and <em>heat metal</em> spells, regardless of whether a saving throw is allowed, or if the save is a success or failure.</p><p></p><p>A modronoid is affected normally by rust attacks, such as those of a rust monster or a <em>rusting grasp</em> spell.</p><p></p><p>The spell <em>transmute metal to wood</em> gives the modronoid a –2 penalty on the attack and damage rolls of its arm blades and –2 reduction to its natural armor bonus. If it rolls a natural attack roll of 1 or 2 with a transmuted arm blade the weapon splinters, reducing the damage to 1d3+4 piercing with no critical threat multiplier. Every time a transmuted modronoid is struck with a natural attack roll of 19 or 20 it loses an additional point of armor bonus.</p><p></p><p>The spell <em>repel metal or stone</em> pushes a modronoid away from the caster as if it were a hurricane force wind that uses the caster's spell DC for its Fortitude saving throws. See the Weather rules for Powerful Storms for the wind effects of a hurricane.</p><p></p><p><span style="color: blue">Originally appeared in <em>The Great Modron March</em> (1997).</span></p></blockquote><p></p>
[QUOTE="Cleon, post: 8905717, member: 57383"] [B][SIZE=7]Modronoid[/SIZE][/B] Medium Construct [B]Hit Dice:[/B] 6d10+12 (45 hp) [B]Initiative:[/B] +0 [B]Speed[/B]: 20 ft. ( squares) [B]Armor Class:[/B] 18 (+8 natural), touch 10, flat-footed 18 [B]Base Attack/Grapple:[/B] +4/+8 [B]Attack:[/B] Arm blade +9 melee (1d6+4/19-20) [B]Full Attack:[/B] 2 arm blades +9 melee (1d6+4/19-20) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks:[/B] Arm blades [B]Special Qualities:[/B] Darkvision 60 ft., living construct traits, linked modron, low-light vision, spell resistance 10, vulnerability to metal-affecting powers [B]Saves:[/B] Fort +4, Ref +2, Will +3 [B]Abilities:[/B] Str 18, Dex 10, Con 15, Int 10, Wis 9, Cha 9 [B]Skills:[/B] Listen +6, Spot +7 [B]Feats:[/B] Alertness, Iron Will, Weapon Focus (arm blades) [B]Environment:[/B] Any land [B]Organization:[/B] Solitary, team (2–4), squad (5–12), patrol (13–25), platoon (26–84), or company (85–144) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] None [B]Alignment:[/B] Always chaotic neutral [B]Advancement:[/B]— [B]Level Adjustment:[/B] — [I]A stocky man-shaped thing covered in gleaming metallic plates. Shorter and heavier than an average human, the gaps in its armor reveal glimpses of mutilated humanoid flesh forced into a mechanical frame. Chunks of its body have been sutured to or replaced by bizarre machine-like organs, including vicious blades that slide out of a sheathe implanted in each of its forearms. The creature still has humanoid eyes glaring from its helmet-like head. What's left of its face shows nothing but pain, despair and murderous fury[/I]. Background. [B][SIZE=5]Combat[/SIZE][/B] Modronoids attack with howling fury, hurling themselves into melee combat with their arm blades. An "insane" modronoid, or one left to its own devices, tries to kill any non-modron or non-modronoid it sees. A "sane" modronoid being directed by its creator, or a supervisor its master ordered it to obey, will slavishly and unimaginatively follow any order its controller gives it. Unless otherwise directed, modronoids fight until they kill all their opponents or die. They have no fear of death, which would end the agonising pain of their existence. [B]Arm Blades (Ex):[/B] Each of the modronoid's arms is fitted with a retractable short-sword sized blade. An arm blade does 1d6 piercing damage and threatens a critical hit on a natural attack roll of 19–20. [B]Linked Modron (Ex):[/B] A modronoid's construct parts are implants taken from a base modron that is kept alive in a helpless condition. If either the base modron or modronoid is killed, the link is severed and the other linked creature immediately dies. The modron's corpse will vanish back to Mechanus since it is an extraplanar creature, including the parts implanted into the modronoid. [B]Living Construct Traits:[/B] Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. Cannot heal damage naturally. Subject to stunning, ability damage, and ability drain. Subject to spells that target either constructs or living creatures. [B]Vulnerability to Metal-Affecting Powers (Ex):[/B] A modronoid takes half again as much (+50%) damage as normal from effects that target its metallic components, such as the [i]chill metal[/i] and [i]heat metal[/i] spells, regardless of whether a saving throw is allowed, or if the save is a success or failure. A modronoid is affected normally by rust attacks, such as those of a rust monster or a [i]rusting grasp[/i] spell. The spell [i]transmute metal to wood[/i] gives the modronoid a –2 penalty on the attack and damage rolls of its arm blades and –2 reduction to its natural armor bonus. If it rolls a natural attack roll of 1 or 2 with a transmuted arm blade the weapon splinters, reducing the damage to 1d3+4 piercing with no critical threat multiplier. Every time a transmuted modronoid is struck with a natural attack roll of 19 or 20 it loses an additional point of armor bonus. The spell [i]repel metal or stone[/i] pushes a modronoid away from the caster as if it were a hurricane force wind that uses the caster's spell DC for its Fortitude saving throws. See the Weather rules for Powerful Storms for the wind effects of a hurricane. [COLOR=blue]Originally appeared in [I]The Great Modron March[/I] (1997).[/COLOR] [/QUOTE]
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