As are all other modrons, the countless hordes of pentadrones 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 pentadrones' 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. Pentadrones are no exception to this rule, and have access to these powerful abilities as a result:
* Agelessness (s): 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 (s): both organic and inorganic in nature, all modrons have some manner of resistance to physical attacks. Essentially, pentadrones should be treated as having intensity 8 (+2) protection from attacks of a conventional sort. This is often enough defense to discourage assault by most mundane beings against these dangerous entities.
* Invulnerability to Emotion Control, Illusion, Mind Control, Paralysis / Sleep, and Vampirism (s): all modrons, even the lowly pentadrone, 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.
* Resistance to Acid, Cold, and Fire Attacks (s): 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 intensity 4 (+1) 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.
Additional Limbs / Arms (a): pentadrones have five tentacular 'arms', and can bring all all of them to bear in battle. Thanks to an inherent talent with multiple attacks, pentadrones can make up to three attacks in one exchange, the last two of which will occur as contingent actions. This makes them extremely dangerous in battle with conventional adventurers!
Circular Vision (w): pentadrones, having a face on all five of their tentacular 'arms', benefit from this power at all times; having five eyes, only 72 degrees apart at any given time, is good for at least something. This power has no intensity to speak of, but then it can't be negated, either. So this, in the end, isn't really a bad thing when you get down to it.
Infravision (w): pentadrones, like many other modrons, have the ability to see into the infrared spectrum of light. Working at intensity 6, this lets them peer up to 180 feet into the dark, whether it be natural or artificially generated. While rarely necessary on Mechanus, this comes in real handy in the more sinister planes of existence.
Levitation (a): pentadrones generate certain gases in their body at all times, and one use of these gases is levitation. While pentadrones cannot fly, per se, they can levitate. This allows them to raise themselves up in the air as high as they please, doing so at intensity 1, which is pretty much just enough to get their metal frames going up... and that's what counts.
Paralysis (s): pentadrones have a sort of gas blaster mounted on top of their bodies, which allows them to spray a gas that induces paralysis at an opponent. Usable only once per encounter, this gas can partially or fully incapacitate particularly powerful opponents, at intensity 10 (very handy against when up against exceptionally powerful foes of law and order).
Super Senses (w): pentadrones have highly acute sensory organs, granting them the ability to utilize all five of the standard senses at 200 percent of your average human's acuity. In other words, quadrones wield all five senses at an enhanced level (call it intensity 6), whether their sense of sight, hearing, taste, smell, or touch is involved.
Hindrances / Augmentations:
Modrons, if on a special mission of any sort, can be equipped with just about any type of device necessary to complete their mission. Modron hierarchs, however, are typically without armament whatsoever, in that they have more than enough 'built in' physical weaponry to deal with any opponent who would be stopped by a mere sword, spear, axe, or the like.
Law (i): 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 should make any Intellect action based on the knowledge of orderly systems at one difficulty level lower than normal, using either Intellect or Willpower if regarding Mechanus, and with an autotrump concerning Regulus.
Law Enforcement (w): as the first level of modron law enforcement, the pentadrones are required to police the numberless ranks of the base modrons to root out rogues of their own kind, as well as any other chaotic troublemakers. As such, they have the authority to detain or neutralize these beings as is necessary, though they prefer to capture them for trial whenever possible.
Leadership (w): knowing how to spread resources around and delegate tasks like no other beings alive, pentadrones all have this skill as a general matter of course. If they can pass an average difficulty Willpower action, these modrons can add a +1 to the action scores of anybody they lead. If the quadrone loses its ability to lead, however, this bonus turns into a -1 penalty.
Repair / Tinkering (a): furthermore, in their capacity as the caretakers of Mechanus (as far as they are concerned, at least), modrons have a preternatural knowledge of mechanical systems. In addition to allowing them to keep the gears of their home plane running smoothly, this skill doubles as an effective first aid skill for modrons, letting them utilize basic medicinal skills on their brethren.
Soldier: more so than any other beings in the multiverse, modrons live to further the influence of law and order. They follow the orders of their superiors instinctively, for to do otherwise is incomprehensible. While this calling sounds more militant than modrons really are, it should be noted that they are virtual exemplars of the soldier mindset.
Of all the base modrons, the pentadrones are the most intelligent - and by far the most powerful. Having the ability to communicate, plan, operate, monitor, and manage, pentadrones are five-function beings, and use this ability to manage the numberless modron labor force for the rather finite in number hierarch modrons. They wear their authority like a badge, and expect others to respect it.
Odd even by modron standards, Pentadrones resemble five-armed starfish held up on five stilt-like legs. Each of these 'arms' are really a fat steel tentacle, upon which rests one of the pentadrone's five faces. Each of these tentacles has the generic modron 'face' (one eye, big fleshy mouth). Pentadrones also have a sort of top-mounted gas blaster, and are seven feet tall.
The pentadrones are the police force of the base modrons, acting as a sort of translator between the wishes of the decatons and the actions of the quadrones, and maintaining the lowest levels of order in modron society. Furthermore, a dozen such modrons are often assigned to each of the modron armies in the capacity of maintaining said army's headquarters.