Large Construct, Lawful Neutral
Armor Class 16 natural armor
Hit Points 50 (4d12 + 24)
Speed 20 ft., climb 20 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +3
Damage Vulnerabilities Lightning
Damage Resistances Acid, Cold, Fire, Psychic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Modron
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

All Terrain. The tridrone can share space with creatures that are medium or smaller, and vice versa. The tridrone can also move fully or partially on a horizontal, vertical, or difficult terrain without its movement being affected.

Shield Generator. When a creature sharing space with the tridrone would be hit by an attack originating from outside the tridrone's space, the tridrone is hit by that attack instead.

Axiomatic Mind. The tridrone can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Multi-Spectrum Sensors (120 ft.). The tridrone can see normally in darkness and magical darkness, can see invisible objects and creatures, and can automatically detect visual illusions and succeed on saving throws against them. The tridrone can see heat and other forms of radiation outside of a humanoid's visible spectrum. The tridrone can also "see" sound waves and vibrations. The tridrone can see through most barriers and target creatures through even complete cover (treat cover as 1 level lower than normal for the purpose of attack rolls) but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Beyond 120 ft., the tridrone can see as well as an average humanoid.

Magic Resistance. The tridrone has advantage on saving throws against spells and other magical effects.

Field Promotion. When a Modron is destroyed or promoted, the nearest Modron of the next rank down is immediately compelled to upgrade itself and fill the gap. The Modron begins upgrading at the start of its next turn, and completes 1 round of upgrades at the start of its next turn after that. The upgrading process takes 1 round for each rank above monodrone that the Modron is upgrading into. During this process, the Modron is incapacitated and keeps all of its current stats and conditions until the upgrade is complete. Once the upgrade is complete, the Modron emerges in its upgraded form with full hit points and no conditions.

Actions

Teleport (Recharge 6). The tridrone teleports to a point within 250 feet that it can either see or describe with distance and direction. If the tridrone would arrive in a place already occupied by an object or a creature, the tridrone takes 4d6 force damage and doesn't teleport.

Laser (requires charge from Heat Sink ability). The tridrone fires a powerful violet laser at one to four target objects or creatures within 240 feet. Each target must be at least 10 feet from the tridrone. Each target creature must make a DC 14 Dexterity saving throw. On a failure, a creature takes 4d6 radiant damage and 4d6 fire damage and is blinded until the end of the tridrone's next turn. If multiple targets are selected, the total damage (8d6) is divided evenly among them. On a success, a creature only takes half damage and is not blinded. If a target is affected by a monodrone's Mark Target ability, the target gains disadvantage on the saving throw and the tridrone can ignore cover when targeting it with this Laser. Using the Laser recharges the tridrone's Heat Sink ability.

 Heat Sink (requires charge from Laser or Raise Shields ability). The tridrone absorbs heat from its surroundings, converting it into power. All creatures within 10 feet of the tridrone (not including the tridrone) must make a DC 14 Constitution saving throw. On a failure, creatures take 4d6 cold damage and 1 level of exhaustion. On a success, half damage and no exhaustion. Any fire in the area of effect is extinguished, and any still water is frozen on its surface, becoming difficult terrain. Using this ability recharges the tridrone's Laser and Raise Shields ability.

Reactions

Emergency Data Transfer. If the Modron is destroyed by a target it can see, it can transmit all of its knowledge to another Modron within 120 feet just before being destroyed. If it chooses a Modron of lower rank, It can also give a final simple order to that Modron, which the Modron will attempt to fulfill before doing anything else, including beginning a promotion upgrade. If it chooses Modron of one rank lower, it can select that Modron as the one who will be promoted to fill its rank, even if it isn't the closest. 

Full Power to Shields (requires charge from Heat Sink ability). Until the start of the start of the tridrone's next turn, it has +5 to AC, including against the triggering attack. This ability uses a charge that could otherwise have powered the Laser ability. It provides a charge that can power the Heat Sink ability.

Description

A large ring with three long mechanical spider legs supporting it, each ending in a sharp latching hook. Magnetically suspended in the center of the ring floats the core, a triangular pyramid, which holds the tridrone's main processors, sensors, and a powerful laser. Its long, powerful legs move slowly but surely, able to plant themselves firmly in almost any terrain, and walk along walls and ceilings with ease.

The Tridrones are like Modron tanks. They are tough enough to be sent in where weaker drone wouldn't survive, like a volcano or a vat of acid. The tridrone is smart enough to plan, but not to imagine its own goals. It functions in many ways like law enforcement, and is probably about as smart and independent as an average human cop (although with far superior raw computing ability)

Monster Tags: Modron

reedusmaximus

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