Formian Myrmarch

Family: Formian

Large aberration, lawful neutral

Armor Class 18 (natural armor)
Hit Points 152 (16d10 +64)
Speed 50 ft., burrow 15 ft.

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

Skills Athletics +8, Insight +7, Perception +7, Persuasion +7
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages Common, pheromone telepathy 120 ft.
Challenge 9 (5,000 XP)

Special Traits

  • Innate Spellcasting. The formian’s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components:
  • Swarm Tactics. The formian has advantage on an attack roll against a creature if at least one other formian ally is within 5 feet of the creature and the ally is not incapacitated. If a formian makes an attack with advantage and hits, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Surefooted. The formian has advantage on saving throws versus being knocked prone.

Actions

  • Multiattack. The formian makes one Bite attack, two Claw attacks, and one Sting attack, or it makes two Javelin attacks.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a creature, it must make a DC 17 Constitution saving throw. On a failure, the target takes 13 (3d8) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned.
  • Javelin. Ranged Weapon Attack: +8 to hit, range 30/120, one target. Hit: 6 (1d6 + 4) piercing damage. If the target is a creature, it must make a DC 17 Constitution saving throw. On a failure, the target takes 9 (2d8) acid damage and becomes poisoned until the end of its next turn. If the saving throw is successful, the target takes half as much damage and is not poisoned.

Bonus Actions

  • Inspire Hive (1/day). The formian can inspire all other formians within 120 feet, granting each of them 12 temporary hit points, +2 on attack rolls, and immunity to being frightened. The effect lasts for 1 minute. Note, the effects of multiple Inspire Hive actions do not stack; recipients may choose which effect to accept.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

This is not the complete license attribution - see the full license for this page