As are all other modrons, the countless hordes of monodrones are extradimensional clockwork beings, hailing from the highly orderly plane of Mechanus. Their fantastic alien physiology is a bizarre blend of flesh and gears, and this, combined with their inherently magical nature, is the source of the monodrones' many and various ascendant powers.
Modron Physique: the children of Mechanus, the infinite masses of modrons are a potent blend of organism and mechanism. Modrons seamlessly combine the two diametric designs into a seamless whole, a feat which is made possible by their highly orderly, magically charged bodies. Monodrones are no exception to this rule, and have access to these powerful abilities as a result:
* Agelessness: all modrons, regardless of rank or station, are ageless in nature. Instead of having the longevity power, which implies an eventual lifespan, modrons simply do not age whatsoever. In fact, if not slain by accident or design, a modron may effectively live on forever, adopting new and more versatile forms as it ascends the ladder of law.
* Body Armor: both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, base modrons should be treated as having rank value 6 protection from physical attacks, and rank value 2 protection from assaults of an energy-based nature. This is often enough defense to discourage assault by most mundane beings against the single-minded monodrone hordes.
* Damage Reduction / Cold, Corrosion, and Fire Attacks: the modron physique is highly resistant, albeit not totally immune to, the effects of extreme cold, heat, and corrosives - this despite their partially metallic nature. They possess 2 RS of damage reduction against such attack forms, allowing them to maneuver in most hostile environs with relative ease - which comes in handy during the Modron March.
* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism: all modrons, even the lowly monodrone, are completely immune to these attack forms. As beings of ultimate order, they are able to shrug off such effects with ease - though they can readily perceive when such assaults are used (albeit unsuccessfully) against them.
Environmental Independence: unlike most modrons, monodrones are completely self-sustaining, needing neither food, water, air, nor even sleep. This is because monodrones draw their necessary sustenance from the environment around them to continue functioning. As long as some matter is present in their vicinity, they'll be fine. Consider this this rank value 5000 environmental independence.
Shrinking: this isn't an at-will ability that monodrones possess, so much as a basic description of their diminutive stature. Standing at approximately three feet tall, monodrones are 'blessed' with this 'power' at rank value 2, which gives them an effective size factor of -1. This puts them at a disadvantage against most adventuring types, but then, monodrones can easily overwhelm a foe with sheer numbers.
Wings: modron monodrones are equipped with two metallic wing-like things that sprout out the back of their spherical bodies, allowing them to take to the air if their duties require them to. Their wings allow monodrones to flutter about at approximately 27.27 miles per hour, which translates into rank value 2 flight. This isn't all that quick, to be sure, but it works in a pinch.
Limitations / Enhancements:
Monodrones, if on a special mission, can be equipped with just about any type of necessary device. However, they most often carry at least one weapon on them, usually designed for melee (such as a club or spear) but not always (monodrones can make effective use of a crossbow). They can inflict rank value 6 damage (either Bashing, Slashing, or Piercing, depending) with these.
Fighting Logistics: monodrones, like all modrons, wield naturally organized minds. They can apply their inherent analytical tendencies to combat applications, sizing up a foe rather quickly. This allows them to add a +1 RS to all Melee ACT rolls made against a foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his, her, or its fighting style.
Law: more than anything else, the modrons are ultimate masters of law, knowing their own clockwork plane in and out. They extend this basic knowledge of What Should Be to all aspects of existence, and may attempt Intellect ACTs based on orderly systems of any variety at a +1 RS, +2 RS if it involves their home plane, Mechanus, and +3 RS regarding Regulus itself.
Monodrones have little personality to speak of. Barely sentient, they live only to do whatever the duodrones tell them to. Limited in their cognitive functions, monodrones can only perform one task at a time - fight, polish a gear, guard, etc. They cannot speak, and they only understand commands given to them in the logical modron tongue.
Monodrones are small. Only three feet tall, their bodies mainly consist of a metal ball about eighteen inches in diameter, with spindly metal legs, arms, and wings rounding their bodies out. Monodrones have one large eye (with a mechanical focusing lens to one side), and fleshy faces of a vaguely humanoid nature. The metal 'ring' around their fleshy face has many bolts protruding from it.
Monodrones are the faceless, countless hordes of Mechanus. Within the clockwork mazes of this plane of ultimate order, the monodrones perform all of the tedious but vital tasks necessary to keep the gears turning (as if they could ever actually stop). One will often see monodrones scrubbing gears or otherwise performing maintenance on their home plane.
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