Formicid Queen (5e Creature)

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Please see Formicid race stats for a better understanding of this race.

Formicid Queen[edit]

Large monstrosity, lawful neutral


Armor Class 20 (natural armor)
Hit Points 283 (27d10 + 135)
Speed 5 ft.


STR DEX CON INT WIS CHA
14 (+2) 2 (-4) 21 (+5) 20 (+5) 20 (+5) 22 (+6)

Saving Throws Con +10, Wis +10, Cha +11
Skills Arcana +10, Nature +10, Perception +10, Persuasion +11, Religion +10
Damage Resistances fire, lightning, thunder
Damage Immunities cold, poison
Condition Immunities charmed, petrified, poisoned
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 20
Languages Common, Formicid, telepathy 60 ft.
Challenge 14 (11,500 XP)


Hive Mind. The formicid has advantage on an attack roll against a creature if at least one of the formicid's allies is within 5 feet of the creature and the ally isn't incapacitated. Any formicid within 50 miles of its queen is in constant communication with her, and all other formicids within 50 miles of the queen. If one formicid is aware of a threat, all of them are.

Magic Resistance. The formicid has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The formicid's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: dancing lights, detect thoughts

Spellcasting. The formicid is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The formicid knows the following sorcerer spells:

Cantrips (at will): fire bolt, mending, minor illusion, poison spray
1st level (4 slots): chaos bolt, comprehend languages
2nd level (3 slots): crown of madness, dust devil, hold person
3rd level (3 slots): Melf's minute meteors, slow
4th level (3 slots): confusion, stoneskin
5th level (2 slots): insect plague, telekinesis
6th level (1 slot): move earth
7th level (1 slot): prismatic spray
8th level (1 slot): power word stun


LEGENDARY ACTIONS

The formicid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The formicid regains spent legendary actions at the start of its turn.

Cantrip. The formicid casts one cantrip.
Command (Costs 2 Actions). The formicid chooses one formicid it can communicate with. That formicid can immediately use its reaction to make one weapon attack and adds 1d4 to the damage roll.
Invade (Costs 3 Actions). The formicid chooses a hostile creature within 60 feet of it and attempts to connect them to the hive mind. The target must succeed on a DC 16 Wisdom saving throw or become charmed by the formicid. The target will regard the formicid as their queen and will serve the formicid to the best of their abilities. The effect lasts for 1 minute, during which the target can repeat the saving throw at the end of each of its turns. The formicid can only have one target charmed at a time.

1296000009689.jpg
Two formicids, with and without weapons

Queens are the center of the formicid hive. The formicid queen is responsible for ruling over the colony and for all of the formicid births. A formicid would sacrifice anything for the service of their queen. The queen can barely move, and thus relies on her workers to haul her about. However, a queen rarely moves, and normally remains in her chambers, from which she can use her magical abilities to defend herself. Queens often will use invisibility or greater invisibility to protect themselves from attack, and use confusion or slow to hinder her enemies. A queen who inhabits a taller chamber might know reverse gravity instead of prismatic spray, so as to give intruders a rude surprise. The queen is the nexus of the hive mind, and can communicate with the entire hive telepathically. As such, any queen under attack will summon dozens of soldiers and workers to defend herself in short order.
But formicid queens are not born naturally and need an outside female humanoid organism for the transformation process. When a queen dies, or the formicid people believe that she is no longer fit to rule, they will seek out a replacement. They will send out a hunting party to find and capture a beautiful and fair female humanoid. Upon capture, they will begin to pamper the humanoid and feed her a gold honey-like substance known as Royal Jelly. This Jelly is created through a magical ritual conducted by the formicid hive sisters. This will slowly transform the female humanoid into a formicid queen. The humanoid's skin will harden into a strong red exoskeleton while suffering no hair loss, their lips will harden and turn into mandibles and their vocal cords are distorted and mutated to produce a variety of clicking and hissing, their nose and ears will recede into the head, their eyes will turn completely black and grow in size, and two red antennae will grow from their head along with a series of small horn-like growths giving the appearance of a crown. The female humanoid's arm will thin out and they will only have three digits on each hand. The anus will centralize to one and will grow and bloat into an extremely large abdomen. The legs will contort and split into four separate appendages. At the end, the female humanoid will have finished their transformation into a formicid queen and will begin laying new formicid eggs to expand the colony. Even though she is given all of the luxuries that the formicids can provide and rule over the colony, she is never allowed to leave the colony and if she shows too much weakness, she will be quickly and efficiently replaced with a new queen.

A Formicid Queen's Lair

On initiative count 20 (losing initiative ties), the queen takes a lair action to cause one of the following effects. The same lair actions cannot be used two rounds in a row.

  • The formicid casts earth tremor (no components required) at 3rd level in a 50-foot radius centered on itself (DC 15). All formicid allies of the queen are immune to the damage caused by the spell and ignore the effects of difficult terrain caused by it. The after effects of the spell last until initiative count 20 on the next round.
  • The formicid summons 1d4 + 2 swarms of insects each within an unoccupied space within 60 feet of her. The ants go after the queen in initiative count and as allies of the queen. The queen can't use this lair action again until all summoned ant swarms have perished or the queen dispels them using a bonus action.
  • Dust forms a cloud in a 20-foot radius sphere centered on a point within 120 feet of the formicid. The sphere spreads around corners and the area is heavily obscured. All formicid allies of the queen are unaffected by the cloud of dust. The effects last until initiative count 20 on the next round.
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