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Formian Myrmarch

Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.   Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Genetic Ancestor(s)
Average Height
A myrmarch is about 5½ feet high at the front.
Average Weight
It weighs about 1,500 pounds.
Average Length
A myrmarch is about is about 7 feet long.

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Formian Myrmarch

Large celestial, lawful neutral
Armor Class 21 (Natural Armor)
Hit Points 12d10+48
Speed 50ft

STR
19 +4
DEX
18 +4
CON
18 +4
INT
16 +3
WIS
16 +3
CHA
17 +3

Skills Athletics, Persuasion, Stealth, Perception, Investigation, Insight, Survival, Arcana, History, Nature and Religion
Languages Celestial and their hive mind communication
Challenge 10


Hive Mind. 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 surprised, none of them are. No formian in a group is considered flanked unless all of them are.   Regeneration: The myrmarch regains 2 Hit Points at the start of its turn if it has at least 1 hit point.   Tracker. Advantage on Survival checks to follow tracks.   Innate Spellcasting. The myrmarch's innate spellcasting ability is Charisma. The myrmarch can innately cast the following spells, requiring no material components:   At will—charm monster, clairaudience/clairvoyance, detect thoughts, magic circle (only affecting nonlawful creatures), teleport   Dictum (1/day). Any nonlawful creature within a 40 ft area centered on the myrmarch suffers the following ill effects.   HD Effect   Equal to myrmarch's HD Deafened   Up to myrmarch's HD -1 Slowed, deafened   Up to myrmarch's HD -5 Paralyzed, slowed, deafened   Up to myrmarch's HD -10 Killed, paralyzed, slowed, deafened   The effects are cumulative and concurrent. No saving throw is allowed against these effects.   Deafened   The creature is deafened for 1d4 rounds.   Slowed   The creature is slowed, as by the slow spell, for 2d4 rounds.   Paralyzed   The creature is paralyzed and helpless for 1d10 minutes.   Killed   Living creatures die. Undead creatures are destroyed.   Furthermore, if the myrmarch is on their home plane when they cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at disadvantage) to negate.   Creatures whose HD exceed the myrmarch's are unaffected by dictum.   Order's Wrath (1/day). The myrmarch channels lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy in a 30 ft cube centered around a point within 220 ft of the myrmarch. Only chaotic and neutral (not lawful) creatures are harmed by the spell.   The spell deals 5d8 points of damage to chaotic creatures (or 10d6 points of damage to chaotic extraplanar creatures) and causes them to be dazed for 1 round. A successful DC 17 Charisma save reduces the damage to half and negates the daze effect.   The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Charisma save.   Detect Chaos (at will). By concentrating for up to 10 minutes, the myrmarch can sense the presence of chaos in a 60 foot cone. The amount of information revealed depends on how long they study a particular area or subject.   1st Round   Presence or absence of chaotic auras.   2nd Round   Number of chaotic auras (creatures, objects, or spells) in the area and the power of the most potent chaotic aura present.   If the strongest chaotic aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice the myrmarch's character level, they are stunned for 1 round and the spell ends.   3rd Round   The power and location of each aura. If an aura is outside their line of sight, then they discern its direction but not its exact location.   Aura Power   A chaotic aura’s power depends on the type of evil creature or object that they’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.   Detect Chaos Table


Actions

Multiattack. The myrmarch makes one sting attack, one bite attack and a javelin attack.   Sting. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 2d4+4. On a successful hit, the target must make a DC 16 Constitution saving throw. On a failure, the target is poisoned and loses 1d6 Dexterity until their next long rest.   Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 2d6+4.   Javelin. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit 1d6+4


 

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