Formian Queen
Creature 17 (uncommon) — formian
Pre-Remaster content. May include legacy alignment.
WeaverAnvilLANDformianhive-mind
The formian queen is the center of the formian hive. The queen identifies and attends to the hive's needs, laying egg clusters that vary from a single formian born to a particular task to hundreds of workers at a time. All formians are born with an instinctive deference for the queen that borders on slavish devotion, though this urge can be corrupted, as with the King of Biting Ants' mutant mageslayers. Formians resemble unusually large ants with an insectile humanoid's upper torso. More powerf
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +31; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet
Languages akitonian, formian; telepathy 200 feet
Skills arcana +30, athletics +27, diplomacy +33, intimidation +33, medicine +31, nature +31, society +30
Str
+8
Dex
+5
Con
+9
Int
+5
Wis
+6
Cha
+8
AC 40
Fort +34
Ref +26
Will +31
HP 255
Resistances physical 15, sonic 15
Speed 10 feet
Offense
Melee Claw (agile, magical, reach-15, unarmed) +33, Damage 3d12+12 slashing
Abilities
Tremorsense 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Telepathy 200 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Hive Mind (primal) — Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian from the same hive mind, a formian worker gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one formian is aware of a combatant, all members of the hive mind within range are aware of it.
Hive Frenzy (mental, primal) — Frequency once per day
Effect The formian queen stirs all formians within range of her telepathy into a frenzy. Each affected formian gains the Quickened condition for 1 minute, and can use the extra action each round only to Strike or Stride.
Effect The formian queen stirs all formians within range of her telepathy into a frenzy. Each affected formian gains the Quickened condition for 1 minute, and can use the extra action each round only to Strike or Stride.
Possess Formian (incapacitation, mental, possession, primal) — A formian queen transfers her consciousness to the body of any formian within range of her telepathy to whom she has a line of effect. As long as the queen's consciousness is outside her body, her body is Unconscious (though she is aware if any damage is dealt to it).
An unwilling target can attempt a DC 38 Will saving throw to resist being possessed, but the queen's offspring are part of her hive mind and thus are almost always willing. The queen receives all sensory input from the target creature; she can speak through it, and she can use her own modifier for Intelligence-, Wisdom-, and Charisma-based skill checks.
If the target creature is slain or moves to a different plane from the queen's body, the queen returns to her own body immediately and is Stunned 1; otherwise, she can return to her own body as a free action, ending the possession effect.
An unwilling target can attempt a DC 38 Will saving throw to resist being possessed, but the queen's offspring are part of her hive mind and thus are almost always willing. The queen receives all sensory input from the target creature; she can speak through it, and she can use her own modifier for Intelligence-, Wisdom-, and Charisma-based skill checks.
If the target creature is slain or moves to a different plane from the queen's body, the queen returns to her own body immediately and is Stunned 1; otherwise, she can return to her own body as a free action, ending the possession effect.
Telepathic Feedback (mental, primal) — The formian queen unleashes a blast of debilitating telepathic feedback, targeting as many creatures as she wishes within range of her telepathy and to whom she has a line of effect. Targeted creatures must attempt a DC 38 Will save.
Critical Success The creature is unaffected and is temporarily immune to Telepathic Feedback for 24 hours.
Success The creature takes 3d6 mental damage, 1d6 persistent mental, and is Sickened 1.
Failure The creature takes 6d6 mental damage, 1d6 persistent mental damage, and is Sickened 2.
Critical Failure The creature takes 12d6 mental damage, 1d6 persistent mental damage, and is Stunned 3. Upon recovering from the stunned condition, the creature becomes sickened 2.
Critical Success The creature is unaffected and is temporarily immune to Telepathic Feedback for 24 hours.
Success The creature takes 3d6 mental damage, 1d6 persistent mental, and is Sickened 1.
Failure The creature takes 6d6 mental damage, 1d6 persistent mental damage, and is Sickened 2.
Critical Failure The creature takes 12d6 mental damage, 1d6 persistent mental damage, and is Stunned 3. Upon recovering from the stunned condition, the creature becomes sickened 2.
Primal Innate Spells DC 38, attack +30
8th Disappearance
6th Feeblemind, Repulsion, Teleport
5th Cone of Cold, Illusory Scene
1st Magic Missile (At Will)
WORKS WELL WITH
AnvilLANDA durable bodyguard shields this slow, nearly stationary commander while it buffs allies and debuffs enemies from range.
CrasherLANDBurst melee damage benefits from the tempo advantage granted when allies are quickened.
FlankerLANDA mobile skirmisher can reposition quickly once granted extra actions, capitalizing on openings this commander creates.
PUNISHES
✖ clumping✖ low Will✖ isolated allies
Avoid stacking multiple immobile command-and-control casters in the same encounter; the party only needs to shut down one to cripple the coordination.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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