Formian Queen

Family: Formian

Huge aberration, lawful neutral

Armor Class 18 (natural armor)
Hit Points 432 (32d12 + 224)
Speed 10 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 24 (+7) 19 (+4) 19 (+4) 20 (+5)

Skills Arcana +11, History +11, Insight + 11, Intimidation + 12, Perception +11, Persuasion +12
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 21
Languages Common, telepathy 240 ft.
Challenge 23 (50,000 XP)

Special Traits

  • Call of the Queen. All other formians within 1 mile obey the queen’s commands and prioritize her safety above all else.
  • Innate Spellcasting. The formian queen’s spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components:
  • Swarm Tactics. The formian queen 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 16 Strength saving throw or be knocked prone.
  • Surefooted. The formian queen has advantage on saving throws versus being knocked prone.

Actions

  • Multiattack. The formian queen makes one Bite attack, two Claw attacks, and one Sting attack.
  • Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) slashing damage.
  • Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage. The target must make a DC 17 Constitution saving throw. On a failure, the target takes 21 (6d6) 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.
  • Mental Blast (recharge 5-6). The formian queen sends out a wave of psychic energy in a 60-foot radius. Each enemy in that area must succeed on a DC 20 Intelligence saving throw or take 26 (4d10 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

  • Hive Frenzy (2/day). The formian queen can whip all other formians within 120 feet into a frenzy, granting them the benefits of a haste spell. Each target’s speed is doubled, it gains +2 to its AC, it gains advantage on any Dexterity saving throws, and it may take an additional action each round. That action is limited to a single Attack (no multiattack), Dash, Disengage, Hide, or Use an Object action. The effect lasts for 1 minute.
  • Inspire Hive (2/day). The formian queen can inspire all other formians within 120 feet, granting each of them 18 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