Rogue Modron
Medium-sized Outsider (Law)
Hit Dice: 1d8+1 (5 hp’s)
Initiative: -1 (Dex)
Speed: 35ft
Armor Class: 11 (-1 Dex, +2 natural)
Attacks: By weapon +1 (melee) or +0 (ranged)
Damage: By weapon
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: None
Special Qualities: Spell Resistances, Save Bonuses, Lawful Mind, Strange Body
Saves: Fort +3, Ref +1, Will +4
Abilities: Str 10, Dex 8, Con 12, Int 12, Wis 10, Chr 8
Skills: Concentration +4, Search +7, Spot +7
Feats: Iron Will
Climate/Terrain: Any
Organization: Solitary, or with a group of “adopted” non-modrons
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement Range: By character class

See the Planewalker’s Handbook for more information.

Combat:
Rogue modrons are just as likely to fight or flee as any other person.  They may not be up to the task of fighting foes that use random attack tactics seeing as how their brains can’t understand unregimented military tactics.  

Spell Resistances: Rogue modrons have an SR 6 against illusions, energy drains, charm, sleep, fear, domination, and other mind-affecting spells and powers.  

Save Bonuses: Rogue modrons get a +1 bonus to saves against fire, cold, and acid.

Lawful Mind: When flat-flooted in combat, they stay flat-footed for two rounds.  They suffer a –1 penalty to Diplomacy checks with those of Chaotic alignment.  

Strange Body: The bodies of rogue modrons are like a big box.  This makes tasks normal to regular humans nearly impossible to them, like riding a horse, wearing normal armor (armor must be specially made, tripling the cost), or navigating narrow spaces.

Society:
See the Planewalker’s Handbook for more information.

Characters:
Rogue modrons can be of any class, however if they attempt to multiclass they suffer a +20% XP penalty.  This is because modron minds are not truly equipped to properly focus on more than one class at a time.

Modron Options:
DM’s can initiate one or both of the following options to simulate the extreme lawfulness of the modron mind.  (These options are more for PC modron.)

Preset Actions: This option rquires a rogue modron to state one preset action per level, based on external stimuli—a condition upon which the modron will always respond the same.  For example, every time a foe draws a weapon, a certain modron might immediately attack.  On the same condition another modron might cast the highest level spell in his arsenal, whether the spell is appropriate or not.  The condition must be common enough to occur at least once in an avgerage playing session.  The action and initiative is automatic, including in rounds in which the modron has already acted.

Predetermined Initiative: Always acting and responding in the same way, a modron rolls initiative once and only once upon creation.  That score is used throughout the life of the modron, but can also be rolled once a month, week, year, etc…