# 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.