Formian, Myrmarch

Large Outsider (Lawful, Extraplanar) — CR 10

Monster Manual v.3.5 (MM), p. 1103.5
Hit Dice
12d8+48 (102 hp)
Initiative
+8
Speed
Land 50 ft
Armor Class
28, touch 13, flat-footed 24
Base Attack / Grapple
+12/+20
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)
STR
19
DEX
18
CON
18
INT
16
WIS
16
CHA
17
Fort / Ref / Will
+12 / +12 / +11
Challenge Rating
10
Alignment
Always Lawful-Neutral
Organization
Solitary, team (2–4), or platoon (1 plus 7–18 workers and 6–11 warriors)
Treasure
Standard
Environment
Clockwork Nirvana of Mechanus
Level Adjustment
Spell Resistance
25

Special Abilities

PoisonSpell-Like AbilitiesFast HealingHive MindImmunity to PoisonImmunity to PetrificationImmunity to ColdResistance to ElectricityResistance to FireResistance to SonicSpell Resistance

Feats

This creature is about the size of a light horse. It looks like an ant, but holds its head and thorax upright. Its mouth features powerful-looking mandibles, and it wears an elaborate bronze helmet. The creature has humanlike shoulders and arms ending in humanlike hands. Its abdomen bears a stinger.

Description

Formians hail from the plane of Mechanus. They seek to colonize all that they see and incorporate all living things into their hive as workers.

Expansionist in the extreme, formians are dedicated to spreading their colonies until they have taken over everything and their order is unquestioned. To further this end, they attack all other creatures, usually to put them to work building and expanding cities. Formians maintain these “conscripted” workers as well as those mentally dominated by the power of their taskmasters.

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.

Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought. Very rarely do these thoughts conflict with the wishes of the queen, though—most myrmarchs are still very loyal to her.

Myrmarchs are commanders in formian armies and leaders in formian communities. They are the hands of the queen, carrying out her direct orders and making sure everything goes as she desires. Myrmarchs also have a secondary role: stamping out chaos wherever and whenever they can. Those who foment disorder, and particularly creatures that revere or exemplify it (such as slad), are the hated foes of myrmarchs.

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.

Combat

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.

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.

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 flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.

Spell-Like Abilities: At will—charm monster (DC 17), clairaudience/clairvoyance, detect chaos, detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day—dictum (DC 20), order’s wrath (DC 17). Caster level 12th. The save DCs are Charisma-based.