Modrons are living constructs created by Mondo with the purpose of maintaining, repairing, and protecting the machine that is Pyrokus. Their main fortress is a great clockwork mountain of metal named Pyrokus#Regulus Regulus.

<-< Base Modrons
 Modrons#Monodrone Monodrone
 Modrons#Duodrone Duodrone
 Modrons#Tridrone Tridrone
 Modrons#Quaddrone Quaddrone
 Modrons#Pentadrone Pentadrone<-<Inflexible and unyielding, the modron race exists now exactly as it did when it was created and as it will always be. Obsessed with order and its own rigid hierarchy, modron society is perhaps the most convoluted bureaucracy in the multiverse.

As beings bound to Pyrokus, modrons are orderly in the extreme and find the thought of chaos incomprehensible. To them, chaos is nothing more than order too complex for mortals to understand. They are convinced that with proper study and analysis, modrons are capable of unlocking the hidden logic within chaos.

To most races, modrons come across as unemotional and frustratingly bureaucratic in all of their dealings. Also, especially given their devotion to the welfare of their race over the individual, they all seem remarkably similar in demeanor. They are not, however, pure automatons like the Inevitables. Each still has a unique personality with its own collection of character traits. These traits tend to be so subtle that they are often overshadowed by the immense rigidity of modron society and the fact that nearly every modron within a given caste looks identical to all others.

Caste and hierarchy are vital to modrons. Not only does it keep their society running smoothly, it also defines their very physiology. Each caste of modron has a distinct form and set of abilities. With this comes a predetermined set of duties within the greater modron society. Each operates according to its caste and would never conceive of it any other way. There are two main classifications in modron society: Base and Hierarch. Each is further subdivided into castes.


Of the fourteen separate types of mordrons (not including Primus)), the five known as Base Modrons outnumber all the others by the thousands if not millions. All base modrons share the following traits.
- Resistance to acid, cold, and fire 10.
- Ever Alert (Ex): All modrons have Alertness as a bonus feat
- Coordinated Ally (Ex): Modrons world exceptioally 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 gains a +3 bonus on their checks or attack rolls instead of the normal +2 bonus. Furthermore, modrons gain a +4 donus on attack rolls against an opponent flanked by a lawful-aligned ally instead of the normal +2 bonus.
- Fixed Initiative (Ex): Modrons are rigid in their action, even in the most chaotic situations. As a result, a modrons initiative check is always equal to half its Hit Dice plus it Dexterity modifier and other modifiers, like Improved Initiative. When combat begins, a modrons uses this number as its initiative; it never rolls an initiative check.


Small Living Construct (Extraplanar, Lawful)
HD 1d10+1 (6 hp)
Speed 20 ft. (4 squares)
Init: +1 (+1 Dex)
AC 14; touch 12; flat-footed 13 (+1 size, +2 natural, +1 Dex)
BAB +0; Grp -5
Attack Shortsword +0 (1d4-1, 19-20/x2) or Slam +0 (1d3-1) or Light Crossbow +2(1d6, 19-20/x2)
Full Attack Shortsword +0 (1d4-1, 19-20/x2) or Slam +0 (1d3-1) or Light Crossbow +2(1d6, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Focused strike
Special Qualities Resistances, Ever Alert, Coordinated Ally, Fixed Initiative, Single Task
Saves Fort +0 Ref +1 Will +0
Abilities Str 8, Dex 13, Con 12, Int 4, Wis 10, Cha 7
Skills Bluff +11, Diplomacy +19, Gather Information +12, Intimidate +14, Knowledge (local) +7, Ride +10, Sense Motive +14
Feats Dodge
Environment Pyrokus
Organization Work group (5-10), Battalion (20-50)
Challenge Rating 1/2
Treasure Standard
Alignment Always lawful neutral
Advancement by character class
Level Adjustment -

A small spherical creature, its body covered in metal plates and dominated by a single eye, ambles towards you on clockwork legs.

The monodrones are the general laborers of the modrons. Projects are ideally broken up into as many small tasks as possible, and those further subdivided until a whole battalion of monodrones can undertake very simple, single tasks, which together have larger, more complex benefits for the race. Although this requires a great number of modrons, monodrones are plentiful, comprising more than half the entire race.
Monodrones are notorious for performing a task until told to stop. If told to mine an area, they continue digging even long after any ore is gone. If ordered to fight, they often continue fighting anything, even each other if no enemy is still present, until ordered to stop. This single-minded and unceasing devotion can be frightening to behold.


Individually, monodrones are not very effective in combat. When encountering any form of aggression, even verbal, they flee and report to other modrons in the vicinity, unless they outnumber their opponents by at least three to one.
In sufficient numbers, however, monodrones can be devastating. Even with their low intelligence, they still naturally coordinate their attack, surrounding those who appear to be the greatest threats first and concentrating their attacks. If ordered to attack by a superior, they fight to the death without wavering.

Focused Strike (Ex)
Once per day, a monodrone can take an additional standard action in a round. This action must be identical to the one it just performed. For example, a monodrone could make two melee attacks against the same target or, if a monodrone where to gain spellcasting ability, it could cast the same identical spell twice in the same round targeted on the same target, assuming it is capable of casting the spell more than once. It could not, however, mone, make an attack, then move again, as the moves do not immediately follow one another.

Single Task (Ex)
Monodrones are only able to focus on a single task at a time. This tightened focus in combat translates to only being able to engage a single opponent in combat. Once it attacks a creature, the monodrone continues fighting the same creature until destroyed, its opponent is defeated, or it is ordered to attack another target. A monodrone cannot attack any other creatures except its target, even if they provoke attacks of opportunity.

Messenger Monodrones

Approximately one third of all monodrones are not equipped with arms, but wings instead. These messenger mondrones carry information throughout Pyrokus and the other planes. Since hierarch modrons can communicate telepathically over large distances within Regulus, messenger modrons are actually more common outside Refulus than within it.

Messenger monodrones have the following modifications.
Speed: 20ft. (4 square), fly 40ft. (average)
Attacks: Slam +0 (1d4-1)
Special Qualities Resistances, Ever Alert, Coordinated Ally, Fixed Initiative, Single Task, Recite Message.

Messenger monodrones never fight unless they face no other option or are ordered to fight.

Recite Message (Ex): Messenger monodrones can be dictated a message in any language up to 1 minute in length. They then carry that message until a superior (a higher caste modron or a spellcaster who summoned the monodrone) either dictates a new message or orders the current message forgotten. Monodrones do not understand messages not in the Modron language but can still recite them exactly, regardless of the language of the message. Monodrone messengers cannot be used to cast spells in this manner, even those with only verbal components.
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