Formian Myrmarch

Source: Alien Archive 2

CR: 10 XP: 9,600

LN Large monstrous (humanoid)

Init.: +3 (+7 with hive mind) Senses: blindsense (scent) 30 ft., darkvision 60 ft. Perception: +19 (+23 with hive mind)

Defense

HP: 165

EAC: 23 KAC: 25

Fort: +12 Ref: +14 Will: +11

Offense

Speed: 50 ft.

Melee: sting +23 (2d10+18 P plus myrmarch toxin)

Ranged: LFD sonic rifle +20 (2d10+10 So; critical deafen [DC 17])

Offensive Abilities: None

Statistics

Str: +8 Dex: +3 Con: +5 Wis: +2 Int: +2 Cha: +2

Skills: Diplomacy +24, Sense Motive +19, Stealth +19

Languages: Common; telepathy 150 ft.

Gear: LFD sonic rifle with 2 high-capacity batteries (40 charges each)

Ecology

Environment: any land or underground (Castrovel)

Organization: solitary, team (2–4), platoon (1 plus 7–18 formian warriors and 6–12 formian workers), or royal guard (4 plus 12–20 formian warriors)

Special Abilities

<p><b>Hive Mind (Ex)</b> Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and to Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect.<br/><br/><b>Inspire Hive (Su)</b> Once per day as a full action, a myrmarch can agitate the hive mind to empower all formian warriors and workers within range of its telepathy. For 10 minutes, each affected creature gains a +4 morale bonus to attack rolls, saving throws, and skill checks, as well as immunity to fear effects and temporary Hit Points equal to twice the creature’s CR. A creature can be affected by only one myrmarch’s inspire hive ability at a time. <h3 class="framing">Myrmarch Toxin</h3> <b>Type </b>poison (injury); <b>Save </b>Fortitude DC 17<br/> <b>Track </b>Dexterity; Frequency 1/round for 6 rounds<br/> <b>Effect </b>The victim is also off-target while affected by this poison.<br/> <b>Cure </b>2 consecutive saves</p>

Description

Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently.

Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers.

Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies.