# Modron, Pentadrone (Base Modron) >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >Melee/Ranged: +12/+7 > >Secondary: +7/+2 > >Multiattack: +10/+5 > >M/R_PA: +12/+7 > >2nd/PA: +7/+2 > >MA_PA: +10/+5 > >Itterative: 2 > > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3 > > xDCs:: Str: 19; Dex: 14; Con: 13; Int: 16; Wis: 16; Cha: 16 > > xFeat:: 3/3 (0) > > xClasSkil:: Craft, Diplomacy, Fly, Knowledge (engineering), Knowledge (history), Knowledge (planes), Perception, Sense Motive, Spellcraft > > SaveDiff:: +/- 3 > > xLang:: 0/3 (3) <div class="grid-container"><div class="MON">Pentadrone (Base Modron)</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Web</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LN Medium Outsider (lawful, modron) **Init** +4, fixed initiative **Senses** darkvision 120 ft., all-around vision; **Perception** +14 #### defense **AC** 20, 11 touch, 19 flat-footed (+1 Dex, +9 natural) **hp** 30 (6d10) **Fort** +2, **Refl** +6, **Will** +8 **Feint** 24, **Demoralize** 19 **Defensive Abilities** constructed **Resist** acid 10, cold 10, fire 10 #### offense **Speed** 30 ft. **Melee** — **Space** 5 ft., **Reach** 5 ft. **Special Attacks** fixed initiative, levitation gas, paralysis gas #### statistics **Str** 22, **Dex** 12, **Con** —, **Int** 17, **Wis** 16, **Cha** 16 **BAB** +6, **CMB** +12, **CMD** 23, **TA** +12, **RTA** +7 **Feats** [[Alertness]], [[Blind-Fight]], [[Multiattack]] **Skills** Craft +12 (any one), Diplomacy +9, Fly +10, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +12, Perception +14, Sense Motive +14, Spellcraft +9 **Languages** #### special abilities ### Fixed Initiative (Ex) Modrons are rigid in their action, even in the most chaotic situations. As a result, a modron's initiative check is always equal to 10 +half its Hit Dice plus its Dexterity modifier or other modifiers (like Improved Initiative). When combat begins, a modron 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.: Modrons 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, modrons gain a +4 bonus on attack rolls against an opponent flanked by a lawful-aligned ally (instead of the normal +2 bonus). ### Paralysis Gas (Su) Pentadrones can emit a 30-foot line of paralysis gas. Creatures caught within the area must succeed at 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.