3e SRD:Formian, Myrmarch

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Myrmarch Formian[edit]

Size/Type: Large Outsider (Lawful)
Hit Dice: 12d8+48 (102 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 28 (-1 size, +4 Dex, +15 natural)
Attacks: Sting +15 melee, bite +13 melee; or javelin +15/+10 ranged
Damage: Sting 2d4+4, bite 2d6+2; or javelin 1d6+4 and poison
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Hive mind, poison, spell-like abilities
Special Qualities: Immunities, resistances, fast healing 2, SR 25
Saves: Fort +12, Ref +12, Will +11
Abilities: Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17
Skills: Climb +18, Craft (any one) +9, Diplomacy +15, Hide +15, Knowledge (any one) +16, Listen +18, Move Silently +19, Search +17, Sense Motive +18, Spot +18
Feats: Dodge, Improved Initiative, Mobility, Multiattack
Climate/Terrain: Any land and underground
Organization: Solitary, team (2-4), or platoon (1 plus 7-18 workers and 6-11 warriors)
Challenge Rating: 10
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 13-18 HD (Large), 19-24 HD (Huge)

Myrmarchs speak Formian and Common.

Combat

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.

Immunities (Ex): Formians have poison, petrification, and cold immunity.

Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.

Poison (Ex): Sting, Fortitude save (DC 20); initial and secondary damage 2d6 temporary Dexterity.

Spell-Like Abilities: At will- charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, magic circle against chaos, and teleport without error; 1/day- dictum and order’s wrath. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).



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