I read the official 3.5 description and decided I want some things a bit differently
Could someone suggest CRs?
MODRONModron are collective of quasi-construct outsiders native to Mechanus.
Modron traits: Modron are outsiders and possess standard outsider traits, plus the following:
* modron don’t breathe
* they are immune to subdual damage, stunning, poison, sickness, nausea, disease, ability damage, ability drain, level drain, petrification and polymorph.
* They heal naturally at the rate of 1HP per hour, which cannot be hasted by heal checks. Magical healing only has 50% effect on them, but they can be healed with “repair” spells.
* They count as constructs and metal for the purpose of magical effects. They take 2d6 damage from rust attacks.
* They have a racial bonus +4 against mind effects. They are always entitled to a save when encountering an illusion.
* They are immune to emotion-manipulating effects, including all fear and confusion effects, but also cannot benefit from morale bonuses or bard music. They can’t benefit from the spell Mechanus Mind
* they cannot be ressurected even by effects specifically affecting outsiders - once they die, their life energy is recovered and repurposed by the collective; the body rusts and decomposes within a round.
* +3 racial bonus to search, spot and listen, +2 to all skill checks involving intelligence (besides search)
* Modron forms: Modron communication system requires an unbroken chain of command: whenever a modron higher than monodrone is killed, one each of the lower ranks will transform on their next turn, going up a rank and gaining HD as needed. The promotion affects the closest eligible modron and is a full-round action; during that time a modron counts as stunned. Any standard issue equipment transforms into whatever is appropriate to the new form, but additional equipment drops to the ground.
* Modron collective: modron communicate with other modron at a range of 50 feet per rank. (this counts as a psionic telepathy effect. It works both ways as long as the higher modron is in range). Due to their programming to perceive their immediate superior as the highest authority, they cannot comprehend the existence of ranks higher than that: thus communication requires an unbroken chain of command.
* Modron coordination: modron can work more effectively by following direct orders - it can use it’s superior’s ranks in skills, to the maximum of his HD+3, as long as there is an unbroken chain of command to relevant modron.
* Modron database: modron can make knowledge checks as loremaster at level equal to their HD.
* Modron attacks (including any modron-made weapons they wield) count as lawful.
MODRON WEAPONS:(note: standard issue modron weapons are usually parts of their users - they are destroyed if the user dies and replaced when he is promoted - any exceptions to this rule are much sought for )
Mechanus crossbows: These masterwork crossbows (usually light or pistol crossbows) are inhabited by minor Mechanus spirits. When wielded by modron they count as having quick-loading enhancement.
Telescopic spear: a masterwork shortspear with a metal shaft that can be extended as a move action to make it a two-handed spear with reach (damage remains as for shortspear). These are often issued to flying modron
Combat wrench: a heavy, metal wrench with a variety of moving parts that allow it to be reshaped for the task at hand. It is a masterwork heavy mace, which also provides a +4 circumstance bonus to any tasks involving applying leverage
Gear blade: This masterwork weapon, either an axe or a halberd, has a blade composed of two sharp gears. In the hands of a modron, these can be commanded to spin, pulling in and crushing a hit target ( effectively the weapon has improved grab with grapple 16 and constrict D8+3. (grapple 22 and 2d6+6 for large user version) If it is pulled from the user’s grasp it stops doing constrict damage - however it takes another grapple check to unjam it from the target’s flesh.
Drill spear: (exotic weapon) a spear with a serrated, wide tip. (two-handed, d4 piercing, crit x4, may be a telescopic spear. As all modron-produced weapons, it is of masterwork quality) When wielded by a modron it does d8 damage and ignores 5 points of the target’s hardness/non-epic damage reduction.
REBEL MODRONOcassionally a modron unit will grow erratic and develop a personality of its own, breaking away from the collective. Such rebel modrons are hunted mercilessly by their former brothers, who seek to return their life force to Regulus. A rebel modron undergoes the following changes:
* loses all modron spell-like abilities except for fabricate
* loses modron coordination (though it can give simple orders to lower rank modron if it can hide its nature)
* loses the racial bonus against mind effects. (but keeps the ability to recognise illusions)
* loses the immunity to emotional effects and can gain morale bonuses as normal
* keeps its current level of modron database, but does not increase it if its HD changes later
* gains advancement “by character class”
* LA in modron stat blocks is meant for rogue modrons (monodrones and high hierarchs never go rogue)
* Rogue modrons stay Lawful Neutral: they are still highly logical, even if their logic is twisted
MONODRONE (medium outsider, lawful, modron)
Hit dice: 2d8+2 (11 HP)
Initiative: +0
Speed: 30’ or flight 20’ (perfect)
Armour class: 13 / 10 / 13 (+3 natural)
Base attack / grapple: +2/+2
Attack: slam +2 (d4 damage) or masterwork telescopic spear +3 (d6 damage)
Full attack: slam +2 (d4 damage) or masterwork telescopic spear +3 (d6 damage)
Space/reach: 5’ / 5’ (10’ with telescopic spear)
Special attacks: none
Special qualities: modron traits, drone, fire, cold and sonic resistance 5, DR 5/magic or chaotic, toolset.
Saves: 4 / 3 / 1
Abilities: 10, 10, 12, -, 6, 2
Skills: -
Feats: -
Environment: any lawful-aligned plane
Organisation: 2-12, always accompanied by a duodrone.
Challenge rating: 2
Treasure: none
Alignment: Always LN
Advancement: none
LA: -
A monodrone is the simplest of modrons. It looks like a metal ball with two legs and a pair of small fluttering wings, a head shorter than an average dwarf. The front has a single eye in the centre and a patch of softer, grey ‘skin’ underneath, where a flat, wide mouth is located. various clasps and hooks are spread around its circumference, securing equipment and weapons.
Monodrones usually move on foot. When working or fighting, they take to the air, switching to using their legs as arms. Those armed with telescopic spears will usually be ordered to flutter out of reach, making full use of increased range.
Drone: monodrones are built solely to obey orders. They do not speak. They will focus entirely on one task and not stop until ordered otherwise. They can use no skills except through modron coordination - in that case treat their intelligence as 8. (despite the evidence to the contrary, they don’t count as mindless)
Toolset: the mouth of a monodrone contains a mass of mechanical tendrils - they count as masterwork tools for craft (except alchemy), open lock, disable device, heal and forgery.
Messanger modron: one modron in 12 is modified to act as a messanger. Its flight speed changes to 40’ (average), he loses the benefits of modron coordination and toolset. Instead he has survival of 15 (for the purpose of finding the way and avoiding hazards only) and can detect other modron within a mile radius.
DUODRONE (medium outsider, lawful, modron)
Hit dice: 3d8+3 (16 HP)
Initiative: +0
Speed: 30’ or flight 20’ (perfect)
Armour class: 14 / 10 / 14 (+4 natural)
Base attack / grapple: +3 / +3
Attack: slam +3 (1d4) or telescopic spear +4 (1d6) or modron crossbow +4 (1d8, 19+x2) or combat wrench +4 (1d8)
Full attack: slam +3 (1d4) or telescopic spear +4 (1d6) or modron crossbow +4 (1d8, 19+x2) or combat wrench +4 (1d8)
Space/reach: 5’ / 5’ (10’ with spear)
Special attacks: none
Special qualities: modron traits, fire, cold and sonic resistance 5, DR 5/magic or chaotic, toolset.
Saves: +4 / +3 / +2
Abilities: 10,10,12, 8,8,4
Skills: balance 3, climb 3, jump 3, knowledge (the planes, engineering) 5, listen 4, search 4, spot 4, survival 3, craft (any 4 ) 4 ranks each (typically adding to the total modifier of 7)
Feats: point blank shot, far shot
Environment: any lawful-aligned plane
Organisation: solitary, squad (1+ 2-12 monodrones) or team (2-10 + 1 tridrone)
Challenge rating: ?
Treasure: usually none
Alignment: Always LN
Advancement: -
LA: ?
A duodrone is a a base modron worker, tasked with physical work or overseeing monodrones. It has a flat, rectangular body divided in half by a “waist” that allows it to turn. The upper half has a face on the front, a pair of wings and a pair of arms, while the lower has a pair of legs and may have an apron or a harness for extra equipment.
Duodrones understand common, celestial and infernal, but rarely communicate to non-modrons
Toolset: a duodrone possesses a built-in toolset, just like monodrones do