Rogue Modron (3.5e Monster)

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The modron race are all individual cells of the great god Primus which resides on Mechanus, but just as cells in the human body may go rogue and no longer perform their function, so too can the modrons. When this rare event occurs, the immune system of Primus rejects the aberration from the fold. This lost modron is known as a rogue modron, and they have been given new self awareness and purpose. While outcasts to modrons, they continue to be paragons of lawfulness in a world gone insane.

Rogue modrons appear like cubical boxy bodies made of a coppery metal of unknown make with a face on one side. They have two thin arms, two legs, and two wings of questionable functionality. As they grow stronger they can use their wings to better effect.

Rogue modrons speak Modron, the math language of their kind, and often speak common as well. They are 5 feet tall and weight 150 lbs.

Combat
Rogue modrons always plan their battles, even in the middle of battle. They follow logical and stritch guidelines to combat, finding the optimal path to their goal and following it. In the event of surprise, they often prefer to retreat to analyze the opponent until a more effective means of facing them can be discovered.

Aligned Being : Rogue modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures. This bonus doubles against creatures with the [Chaos] subtype. However, they take a -2 penalty against chaos aligned spells and effects

Metal Body : Modron have a few construct-like traits. While they are healed normally by positive energy, they take half benefit recovery from the repair line of spells as well. They are treated as metal creatures for the effects of spells and other abilities as well. They can count as a construct type as well as an outsider when beneficial, but receive none of their immunities. Rogue modrons do not need to eat, sleep, nor breathe.

Regulate : A rogue modron is able to perform difficult actions with surprising regularity. 1/day, the rogue modron can take 10 on any d20 roll even if it normally would not be able to take 10 once per round. It gains an additional use of Regulate at 4 HD and every 4 HD beyond. At 20 HD, it becomes at will, but only once per round.

Wings : Rogue modrons possess a pair of small wings on metal limbs. At first they can only protect the modron from falling, reducing any fall damage to a maximum of 1d6 points. At 3 HD, the modron gains a fly speed of 40 feet (clumsy), and at 6 HD it becomes 60 feet (poor). Modrons are not the most aerodynamic shapes ever, after all.

Skills: Rogue modrons have a +4 bonus on Search and Spot checks.