🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Formian QueenCreature 17


UncommonLNLargeFormian
Source Pathfinder #173: Doorway to the Red Star
Perception +31 (darkvision, scent (imprecise) 60 feet, tremorsense 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; Reflex +26; Will +31;
HP 255
Speed 10 feet
Resistances Physical 15, Sonic 15

Claw One Action +33 (+29, +25) to hit (agile, magical, reach 15) 3d12+12 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 200 feet (aura, divination, 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 (divination, 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Hive Frenzy One Action (enchantment, 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.

Possess Formian One Action (incapacitation, mental, necromancy, 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.

Telepathic Feedback Two Actions (enchantment, 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 Damage, 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, +30 to hit)

1st Level: Magic Missile (At Will)
5th Level: Cone of Cold, Illusory Scene
6th Level: Feeblemind, Repulsion, Teleport
8th Level: Disappearance


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 powerful or influential formians are physically larger; common formian workers are roughly the height of a gnome, while the largest formians, such as taskmasters and queens, rival a giant in size.

Formian society is a strict matriarchy. Though each hive's queen is theoretically independent and her rule absolute, allegiances are common, and less powerful hives often (grudgingly) defer to more powerful matriarchs.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.