A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; this one is larger than a warhorse, with distinctive markings all over her carapace and a scheming gleam in her eye.
Formian Hive Queen CR 14
AC 23, touch 8, flat-footed – (-1 Dex, +15 natural, -1 size)
hp 210 (20d10+100); fast healing 2
Fort +13, Ref +11, Will +17
Immune cold, poison, petrification; Resist electricity 10, fire 10, sonic 10; SR 25
Speed 10 ft.
Melee bite +23 (1d8+6)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 17th; concentration +22)
Constant—detect chaos, detect thoughts (DC 17), true seeing
At will—calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance, dictum (DC 22), divination, hold monster (DC 20), magic circle against chaos, order’s wrath (DC 19), shield of law (DC 23)
Spells Known (CL 17th; concentration +22)
8th (4/day)—prismatic wall (DC 23), temporal stasis (DC 23)
7th (6/day)—summon monster VII, vision, waves of exhaustion (DC 22)
6th (6/day)—analyze dweomer, geas/quest, mass suggestion (DC 23)
5th (7/day)—cone of cold (DC 20), dispel chaos, teleport, wall of force
4th (7/day)—confusion (DC 21), detect scrying, black tentacles, scrying (DC 19)
3rd (7/day)—dispel magic, heroism, nondetection, slow (DC 18)
2nd (7/day)—align weapon (law only), hypnotic pattern (DC 17), invisibility, protection from arrows, resist energy
1st (8/day)—comprehend languages, identify, mage armor, magic missile, shield
0 (at will)—acid splash, detect magic, divine mark*, mage hand, muscle spasm*, ray of frost, ray of light*, resistance, touch of fatigue
Str 18, Dex 8, Con 20, Int 20, Wis 20, Cha 21
Base Atk +20; CMB +25; CMD 34 (can’t be tripped)
Feats Alertness, Arcane Strike, Craft Wand, Eschew Materials, Great Fortitude, Greater Spell Focus (enchantment), Improved Counterspell, Improved Initiative, Magical Aptitude, Spell Focus (enchantment)
Skills Appraise +25, Bluff +28, Diplomacy +25, Intimidate +25, Knowledge (engineering) +28, Knowledge (religion) +28, Knowledge (planes) +28, Perception +32, Sense Motive +32, Spellcraft +32, Use Magic Device +32
Languages Common, Formian; telepathy 100 ft.
Formian queens casts spells as a 17th-level sorcerer but can know spells from both the divine and arcane lists.
Organization hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 royal guard)
Treasure double standard
Each hive is ruled by a queen. The queen cares for, nurtures and grows the formian hive. Queens often nest for long periods of time, seemingly unable to move, but if they are threatened and cannot rely on other formians for protection she can break free of her nest and engage in combat. Typically, she will try to diffuse violent situation through the use of enchantment magic. Each hive has only one queen. Formian queens are constantly trying to grow and strengthen their hive-cities. To this end, each queen creates elaborate schemes that hold many contingencies for success (as befits her high mental acuity). No creature is privy to these plans but they often involve sending one or more platoons to the Material Plane on seemingly bizarre missions of either acquisition or destruction. This is how most adventurers encounter the insectoids. Occasionally, a powerful telepathic monster or spellcaster is able to somehow access the formians’ hive mind capability and wrest certain knowledge from the group before it is either sent on its way or destroyed. This only happens when formians are far from their queen.
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.