Library / Bestiary

Formian Queen

CR 17.00 Monstrous Humanoid LN Large
This large and majestic creature is nearly immobile, her massive abdomen swollen with her impending brood.

A formian queen is the embodiment of the hive and the key to its success, as a hive's fate is tied to her ability to both populate it and successfully guide it. The formian queen does this while her massive body is bound to a central chamber dedicated to her nearly constant egg laying. The queen's enormous abdomen squeezes out egg after egg as she meets with her myrmarchs to plan defense, strategy, and trade negotiations. While the queen may be sheltered, she is not blind. When necessary, she possesses the minds of her children to see for herself what occurs beyond her central chamber, and more active queens use this ability to confront intruders directly.

STR
6
DEX
5
CON
20
INT
19
WIS
18
CHA
25
HP
276 (24d10+144); fast healing 10
AC
32, touch 6, flat-footed 32 (–3 Dex, +26 natural, –1 size)
Speed
5 ft.
Init
+6 (+10 with hive mind)
Melee
2 claws +33 (4d8+10)
Space
10 ft.
Reach
10 ft.
BAB
+24
CMB
+35
CMD
42 (50 vs. trip)
Fort
+15
Ref
+13
Will
+20
DR
10/-

Weapons: Simple

Telepathic Feedback — As a standard action, a queen can unleash debilitating telepathic feedback. Those within her telepathic range who are not members of her hive must succeed at a DC 29 Will save or take a -2 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 minute. A creature that succeeds at the save cannot be affected by telepathic feedback for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

formian traits

Hive Frenzy — Once per day as a standard action, the queen can send out a command to all formians within range of her telepathy. Those formians are affected as if by a haste spell (CL 20th).

Alertness, Blind-Fight, Combat Casting, Craft Wondrous Item, Empower Spell-Like Ability (cone of cold), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (magic missile), Spell Penetration, Toughness

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

<p class="stat-block-1"> You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.</p><p class="stat-block-2">You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Spell Penetration from Feat

<p class="stat-block-1"> You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.</p>

Toughness from Feat

<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>

Diplomacy +31, Intimidate +34, Knowledge (arcana, nature) +28, Knowledge (dungeoneering, engineering, geography, local, planes) +12, Perception +35 (+39 with hive mind), Sense Motive +12, Spellcraft +28

spell-like abilities:
At will—Magic Jar, At will—Magic Missile, 1/day—Invisibility, 1/day—Feeblemind, 3/day—Commune With Nature, 3/day—Cone Of Cold, 3/day—Permanent Image, 3/day—Magic Missile, 3/day—Repulsion, 3/day—Teleport
Details
Type
Monstrous Humanoid
Alignment
LN
Size
Large
Environment
warm or temperate land or underground
Organization
hive (1 plus 300–5,000 formians)
Treasure
triple
Senses
blindsense 30 ft., darkvision 60 ft., hive mind, tremorsense 60 ft.; Perception +35 (+39 with hive mind)
Languages
Common, Dwarven, Terran, Undercommon; telepathy 200 ft.
Source
Bestiary 4
Sources Used in This Record
20 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Craft Wondrous Item (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spell Penetration (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Jar (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Missile (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Feeblemind (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Commune With Nature (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cone Of Cold (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Permanent Image (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Missile (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Repulsion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.