CR 5 (1600 XP)
Always LN Medium construct (extraplanar (Mechanus), lawful)
Init +2; Senses all-around vision, low-light vision, darkvision 120 ft.; Perception +16 (+20 visual)
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 53 (6d10+20)
Fort +2, Ref +4, Will +6
Immune construct traits
Resist acid, cold, and fire resistance
Speed 30 ft.
Melee slam +12 (2d6+9)
Special Attacks paralysis gas
Str 22, Dex 12, Con —, Int 17, Wis 16, Cha 16
Feats Alertness, Blind-Fight, Combat Reflexes
Skills Acrobatics +9, Diplomacy +7, Knowledge (any one) +12, Perception +16 (+20 visual), Sense Motive +5, Stealth +10, Survival +12
Skill Points 30
Languages Celestial, Common, Infernal, Modron
SQ all-around vision, coordinated ally, fixed initiative (5), levitation gas
Usual Gear none
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 Perception checks for visual stimuli. Opponents gain no flanking bonuses when attacking a pentadrone.
Coordinated Ally (Ex): Pentadrones 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, pentadrones 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): Pentadrones are rigid in their action, even in the most chaotic situations. As a result, a pentadrone's initiative check is always 5. When combat begins, a tridrone uses this number as its initiative — it never rolls an initiative check.
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.
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.
Skills: Tridrones have a +2 racial bonus on Perception checks.
|10||You can identify this creature as a modron, a construct native to the Clockwork Nirvana of Mechanus. This result reveals all construct traits.|
|21||You recognize this as a pentadrone, the law enforcement and hierarch liaison modrons.|
|26||You know the details of all-around vision, levitation gas, and paralysis gas.|
|31||You recognize if this is a true modron, a rogue modron, or an exile.|
- Dragon #354 - Return of the Modrons, pgs.46,48