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As literal expressions of law, modrons are in the vanguard of the fight against universal entropy. They battle chaos and its minions (such as slaadi and aberrations) wherever they find them. Duodrones are the semi-sentient wardens of Mechanus' countless legions of monodrones, and perform labor that requires some decision-making capability.

  • Ability Adjustments: +2 Strength, -4 Intelligence, -2 Wisdom, -2 Charisma.
  • Darkvision: Duodrones can see in the dark up to 60 feet.
  • Pseudo-Construct Immunities: Constructs are immune to sleep, mind-affecting, charm, paralysis, death, ability damage, ability drain, and energy drain effects. They are not subject to critical hits, poison, disease, or sneak attacks. While duodrones are outsiders, they are still built in the same manner as constructs under the laws of Mechanus.
  • Natural Armor: Duodrones receive a +3 bonus to natural armor. This bonus does NOT stack with bonuses from magic or items.
  • No Manual Dexterity: Duodrones cannot equip items in their hands (weapons, shields).
  • Unarmed Strike: Duodrones receive Improved Unarmed Strike as a bonus feat.
  • Mechanus Cannon: Duodrones can cast a version of Mechanus Cannon that deals damage scaling with character level (1d3/level). Damage is doubled against outsiders and neutral-aligned targets, and tripled against chaotic-aligned targets. This ability is less reliable the further away from Lawful Neutral the user's alignment is.
  • Elemental Resistance: Duodrones have Resistance 10 to Acid, Cold, and Fire.
  • Favored Class: Any. When determining whether a multiclass duodrone suffers an XP penalty, their highest-level class does not count.
  • Level Adjustment: +2.

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