Formian Warrior
Composing the fighting caste of the hive, formian warriors grow from grubs hatched in the flesh of carnivores and similar fierce creatures. All are sterile females, although in rare circumstances they spontaneously become fertile after the death of their queen. In the rigid hierarchy of the formian hive, they rank above the worker caste and below all others. Allowed independent initiative to better hone their battle skills, formian warriors have more latitude in following commands than many other formians. Owing to this latitude, formian warriors are more likely to chafe under hive strictures than workers and taskmasters.
All formian warriors ultimately answer to the myrmarch caste and, through them, to the queen. Beneath this layer of command, the warriors have a command structure of their own. Formian warriors advance in rank through a complicated formula that references their achievements in battle, personal prowess, and years of service to the hive.
Formian warriors engrave their chitin with insignia depicting their rank and notable deeds. A disgraced warrior has her markings gouged out and her stinger torn away.
Formian warriors stand 7 feet tall and weigh 200 pounds. Their carapaces resemble suits of armor as much as insects' exoskeletons but cannot be enhanced with magic as if they were armor. The striped patterns of a formian warrior vary from individual to individual, although formians belonging to the same hive usually bear similar markings.
Warriors mature quickly and have short life spans, becoming too infirm to fight around 15 years of age. Old warriors are expected to end their lives for the good of the hive, either by taking on a fatal mission or through voluntary starvation. A few of the most exceptional warriors receive permission to live out their remaining years as teachers and drill instructors, passing their skills on to new generations of formian warriors.
- HP
- 30 (4d10+8)
- AC
- 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
- Speed
- 40 ft.
- Init
- +3 (+7 with hive mind)
- Melee
- sting +6 (1d4+2 plus poison), 2 claws +6 (1d4+2 plus grab)
- Ranged
- javelin +7 (1d6+2 plus poison)
- BAB
- +4
- CMB
- +6 (+10 grapple)
- CMD
- 19 (23 vs. trip)
- Fort
- +3
- Ref
- +7
- Will
- +4
Weapons: Simple
Deadly Grasp — When a formian warrior has a foe grappled, it deals sting damage when it succeeds at a grapple check to damage its opponent.
Poison — Javelin or sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Coordinate — Once a formian warrior has acted in a combat, all allied formians within the hive mind are no longer considered flat-footed. When a formian warrior attacks a creature in melee, allied formians gain a +2 insight bonus on melee attack rolls against that creature until the start of the warrior's next turn.
formian traits
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.</p>
Acrobatics +10 (+14 when jumping), Climb +8, Intimidate +8, Perception +7 (+11 with hive mind), Stealth +7
- Type
- Monstrous Humanoid
- Alignment
- LN
- Size
- Medium
- Environment
- warm or temperate land or underground
- Organization
- solitary, pair, band (5–8 plus 3–15 workers and 1 taskmaster), or patrol (3–12)
- Treasure
- standard (6 javelins, other treasure)
- Senses
- blindsense 30 ft., darkvision 60 ft., hive mind; Perception +7 (+11 with hive mind)
- Languages
- Common; telepathy 60 ft.
- Source
- Bestiary 4
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Step Up (Feat)House/Core — covered by the site's Section 15.
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