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Formian Queen

The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
Genetic Ancestor(s)
Average Height
She is about 4 feet high.
Average Weight
She weighs about 3,500 pounds.
Average Length
She is about 10 feet long.

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Formian Queen

Large celestial, lawful neutral
Armor Class 17 (Natural Armor)
Hit Points 20d10+100
Speed

STR
1 -5
DEX
1 -5
CON
20 +5
INT
20 +5
WIS
20 +5
CHA
21 +5

Saving Throws Con +12
Skills Deception +12, Persuasion +12, Intimidation +12, Arcana +12, History +12, Religion +12, Perception +12, Insight +12, Nature +12
Senses passive Perception 22
Languages Hive mind, telepathy 50 miles
Challenge 17


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 queen regains 2 Hit Points at the start of its turn if it has at least 1 hit point.   Spells   Spellcasting: The queen is an 17th-level spellcaster. Its Spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The queen has the following Sorcerer Spells prepared:   Cantrips (at will): acid splash, detect magic, light, mage hand, resistance   1st level (4 slots): comprehend languages, identify, mage armor, magic missile, shield   2nd level (3 slots): hypnotic pattern, invisibility, protection from energy, scorching ray   3rd level (3 slots): dispel magic, heroism, nondetection, slow   4th level (3 slots): confusion, black tentacles, scrying   5th level (1 slot): cone of cold, wall of force   6th level (1 slot): geas/quest   7th level (1 slot): teleport   8th level (1 slot): prismatic wall   Innate Spellcasting: The queen's Innate Spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The queen can innately cast the following Spells, requiring no material components:   At will: calm emotions, charm monster, clairaudience/clairvoyance, detect thoughts, divination, hold monster, magic circle (only affecting nonlawful creatures), true seeing.     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   Shield of Law (at will). A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.   First, each warded creature gains a +4 deflection bonus to AC and advantage on saves. This benefit applies against all attacks, not just against attacks by chaotic creatures.   Second, a warded creature gains a +10 bonus on saves against chaotic spells and spells cast by chaotic creatures, and resistance to damage dealt by those spells.   Third, the abjuration blocks possession and mental influence.   Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Wisdom save negates, DC 20).



 

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