|
Formian Worker
|
Formian Warrior
|
Formian Taskmaster
|
|
Small Outsider (Lawful, Extraplanar) |
Medium Outsider (Lawful, Extraplanar) |
Medium Outsider (Lawful, Extraplanar) |
Hit Dice:
|
1d8+1 (5 hp) |
4d8+8 (26 hp) |
6d8+12 (39 hp) |
Initiative:
|
+2 |
+3 |
+7 |
Speed:
|
40 ft. (8 squares) |
40 ft. (8 squares) |
40 ft. (8 squares) |
Armor Class:
|
17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 |
18 (+3 Dex, +5 natural), touch 13, flat-footed 15 |
19 (+3 Dex, +6 natural), touch 13, flat-footed 16 |
Base Attack/Grapple:
|
+1/-2 |
+4/+7 |
+6/+10 |
Attack:
|
Bite +3 melee (1d4+1) |
Sting +7 melee (2d4+3 plus poison) |
Sting +10 melee (2d4+4 plus poison) |
Full Attack:
|
Bite +3 melee (1d4+1) |
Sting +7 melee (2d4+3 plus poison) and 2 claws +5 melee (1d6+1) and bite +5 melee (1d4+1) |
Sting +10 melee (2d4+4 plus poison) and 2 claws +8 melee (1d6+2) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks:
|
- |
Poison
|
Dominate monster, dominated creature, poison |
Special Qualities:
|
Cure serious wounds,
hive mind, immunity to poison, petrification, and cold, make whole, resistance to electricity 10, fire 10, and sonic 10 |
Hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 18 |
Hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 21, telepathy 100 ft. |
Saves:
|
Fort +3, Ref +4, Will +2 |
Fort +6, Ref +7, Will +5 |
Fort +7, Ref +8, Will +8 |
Abilities:
|
Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9 |
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11 |
Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19 |
Skills:
|
Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4 |
Climb +10, Hide +10, Jump +14, Listen +8, Move Silently +10, (+3 following tracks), Tumble +12 |
Climb +13, Diplomacy +6, Hide +12, Intimidate +13, Listen +12, Search +7, Spot +8, Survival +1 Move Silently +12, Search +9, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks) |
Feats:
|
Skill Focus (Craft [selected skill]) |
Dodge, Multiattack |
Dodge, Improved Initiative, Multiattack |
Environment:
|
A lawful-aligned plane |
A lawful-aligned plane |
A lawful-aligned plane |
Organization:
|
Team (2-4) or crew (7-18) |
Solitary, team (2-4), or troop (6-11) |
Solitary (1 plus 1 dominated creature) or conscription team (2-4 plus 1 dominated creature per team member) |
Challenge Rating:
|
1/2
|
3
|
7
|
Treasure:
|
None |
None |
Standard |
Alignment:
|
Always lawful neutral |
Always lawful neutral |
Always lawful neutral |
Advancement:
|
2-3 HD (Medium) |
5-8 HD (Medium); 9-12 HD (Large) |
7-9 HD (Medium); 10-12 HD (Large) |
Level Adjustment:
|
- |
- |
- |
|
Formian Myrmarch
|
Formian Queen
|
|
Large Outsider (Lawful, Extraplanar)
|
Large Outsider (Lawful, Extraplanar)
|
Hit Dice:
|
12d8+48 (102 hp) |
20d8+100 (190 hp) |
Initiative:
|
+8 |
-5 |
Speed:
|
50 ft. (10 squares) |
0 ft. |
Armor Class:
|
28 (-1 size, +4 Dex, +15 natural), touch 13, flat-footed 24 |
23 (-1 size, +14 natural), touch 9, flat-footed 23 |
Base Attack/Grapple:
|
+12/+20 |
+20/+24 |
Attack:
|
Sting +15 melee (2d4+4 plus poison) or javelin +15 ranged (1d6+4) |
- |
Full Attack:
|
Sting +15 melee (2d4+4 plus poison) and bite +13 melee (2d6+2); or javelin +15/+10 ranged (1d6+4) |
- |
Space/Reach:
|
10 ft./5 ft. |
10 ft./5 ft. |
Special Attacks:
|
Poison, spell-like abilities |
Spell-like abilities, spells |
Special Qualities:
|
Fast healing 2, hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 25 |
Fast healing 2, hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 30, telepathy |
Saves:
|
Fort +12, Ref +12, Will +11 |
Fort +19, Ref -, Will +19 |
Abilities:
|
Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17 |
Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21 |
Skills:
|
Climb +19, Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search +18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks) |
Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls) |
Feats:
|
Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack |
Alertness, Eschew MaterialsB, Great Fortitude, Improved Counterspell, Iron Will, item creation feat (any one), Maximize Spell, Spell Focus (enchantment) |
Environment:
|
A lawful-aligned plane |
A lawful-aligned plane |
Organization:
|
Solitary, team (2-4), or platoon (1 plus 7-18 workers and 6-11 warriors) |
Hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 myrmarchs) |
Challenge Rating:
|
10
|
17
|
Treasure:
|
Standard |
Double standard |
Alignment:
|
Always lawful neutral |
Always lawful neutral |
Advancement:
|
13-18 HD (Large); 19-24 HD (Huge) |
21-30 HD (Huge); 31-40 HD (Gargantuan) |
Level Adjustment:
|
- |
- |
A formian resembles a cross between an ant and a
centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their
queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their
queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No formian in a group is considered flanked unless all of them are.
While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the
hive mind, however, they can communicate just fine-although their intelligence still limits the concepts that they can grasp.
A
worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
Formian workers fight only to defend their hive-cities, using their mandibled bite.
A formian
worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming
damage reduction.
Make Whole
(Sp): Three workers together can repair an object as though using the
make whole spell (
caster level 7th). This is a fullround action for all three workers.
Warriors communicate through the
hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.
A
warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.
Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the
hive mind, they attack with coordinated and extremely efficient tactics.
A formian
warrior's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming
damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary
damage 1d6 Str. The save DC is Constitution-based.
These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate.
Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a
poison sting.
A formian
taskmaster's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming
damage reduction.
Dominate Monster (Su): A
taskmaster can use a
dominate monster ability as the
spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same
taskmaster's
dominate monster ability for 24 hours. A single
taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.
Dominated Creature (Ex): A
taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).
Poison (Ex): Injury, Fortitude DC 15, initial and secondary
damage 1d6 Str. The save DC is Constitution-based.
Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.
A
myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like
human hands. Each
myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Myrmarchs speak Formian and Common.
Myrmarchs' claws are like hands and thus serve no
combat purpose.
Myrmarchs occasionally employ javelins for ranged attacks, coated with
poison from their own stingers.
They fight intelligently, aiding those under them (if any such are present) and commanding them through the
hive mind. If chaotic creatures are present, however, a
myrmarch is singleminded in its quest to destroy them.
A formian
myrmarch's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming
damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary
damage 2d6 Dex. The save DC is Constitution-based.
The formian
queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The
queen speaks Formian and Common, although she can communicate with any creature telepathically.
The
queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the
queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the
queen can cast
spells and use
spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 +
spell level): 0-
acid splash, arcane mark, daze, detect magic, light, mage hand, read magic, resistance, touch of fatigue; 1st-
comprehend languages, identify, mage armor, magic missile, shield; 2nd-
hypnotic pattern, invisibility, protection from arrows, resist energy, scorching ray; 3rd-
dispel magic, heroism, nondetection, slow; 4th-
confusion, detect scrying, black tentacles, scrying; 5th-
cone of cold, dismissal, teleport, wall of force; 6th-
analyze dweomer, geas/quest, repulsion; 7th-
summon monster VII, vision, waves of exhaustion; 8th-
prismatic wall, temporal stasis.
Spell-Like Abilities: At will-
calm emotions (DC 17),
charm monster (DC 19),
clairaudience/clairvoyance, detect chaos, detect thoughts, dictum (DC 22),
divination, hold monster (DC 20),
magic circle against chaos, order's wrath (DC 19),
shield of law (DC 23),
true seeing. Caster level 17th. The save DCs are Charisma-based.
Telepathy (Su): The
queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.
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