Formian Myrmarch
Myrmarchs are an elite caste of the formian race. They serve as direct agents for the queen, acting as advisors and generals, or administrating tasks where complexity or propriety renders taskmasters unsuitable. It is myrmarchs who answer the call when a particularly skilled diplomat or emissary is required to carry the queen's words outside of the territory of the hive to the dangerously disorganized races.
While myrmarchs make up the aristocracy of formian society, this does not make them pampered intellectuals and bureaucrats. On the contrary, they are even more deadly than the warriors they often command, and do not hesitate to use their considerable might to aid and protect their kin. Myrmarchs facing combat apply their natural poison to their javelins, making them even more lethal.
Like other formians, myrmarchs record their life's history upon their carapaces. Between their greater opportunities and longer lifespans (roughly as long as those of humans), myrmarchs can cover nearly every inch of their shells with great deeds accomplished, foes overcome, and service to the hive. Some myrmarchs actually run out of space for new records: some die shortly thereafter, knowing that they have served their queen to the utmost, while others add new artificial plates to their carapaces to continue their epics.
The most accomplished, trusted, and battle-tested of their race, myrmarchs form the queen's elite bodyguard. In a small hive, these bodyguards likely have the same statistics presented above. In the oldest and largest hives, however, most possess class levels.
A myrmarch has an enlarged thorax and abdomen, which give it the same general size and weight as a large warhorse, though its upper body is not much larger than that of a formian warrior's. Myrmarchs stand about 8 feet high and weigh about 1,200 pounds.
- HP
- 126 (12d10+60)
- AC
- 27, touch 16, flat-footed 22 (+2 deflection, +4 Dex, +1 dodge, +11 natural, –1 size)
- Speed
- 50 ft.
- Init
- +8 (+12 with hive mind)
- Melee
- sting +16 (1d8+5 plus poison), 2 claws +16 (1d4+5/19–20), bite +16 (1d6+5)
- Ranged
- javelin +15/+10/+5 (1d6+5 plus poison)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +12
- CMB
- +18
- CMD
- 35 (39 vs. trip)
- Fort
- +11
- Ref
- +14
- Will
- +13
Weapons: Simple
Poison — Javelin or sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex and sickened; cure 2 saves. The save DC is Constitution-based.
formian traits
Inspire Hive — Once per day, a myrmarch can affect all warriors and workers in its telepathic range as if they were under the effect of a greater heroism spell (CL 12th).
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.</p><p class="stat-block-2">A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).</p><p class="stat-block-2">Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.</p>
<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Climb +20, Diplomacy +15, Knowledge (arcana) +15, Perception +18 (+22 with hive mind), Sense Motive +15, Spellcraft +15, Stealth +15
- Type
- Monstrous Humanoid
- Alignment
- LN
- Size
- Large
- Environment
- warm or temperate land or underground
- Organization
- Solitary, team (2–4), platoon (1 plus 7–18 warriors and 6–12 workers), or royal guard (4 plus 12–20 warriors)
- Treasure
- standard (9 javelins, other treasure)
- Senses
- blindsense 30 ft., darkvision 60 ft., hive mind; Perception +18 (+22 with hive mind)
- Languages
- Common, telepathy 150 ft.
- Source
- Bestiary 4
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Quick Draw (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Clairaudience/Clairvoyance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Feeblemind (Spell)House/Core — covered by the site's Section 15.
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