Formian Myrmarch (CR 10)

Large Outsider (Extraplanar and lawful)
Alignment: Always lawful neutral
Initiative: +8 (+4 Dex, +4 Improved Initiative); Senses: Listen +18 and Spot +18


AC: 28 (-1 size, +4 Dex, +15 natural), touch 13, flat-footed 24
Hit Dice: 12d8+48 (102 hp)
Fort +12, Ref +12, Will +11
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +12; Grapple +20
Attack: Sting +15 melee or javelin +15 ranged
Full Attack: Sting +15 melee and bite +13 melee; or javelin +15/+10 ranged
Damage: Sting 2d4+4 plus poison, bite 2d6+2; or javelin 1d6+4
Special Attacks/Actions: Poison, spell-like abilities
Abilities: Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17
Special Qualities: Fast healing 2, hive mind, immunity to poison, petrification and cold, resistance to electricity 10, fire 10 and sonic 10, SR 25
Feats: Dodge; Improved Initiative; Mobility; Multiattack; Spring Attack
Skills: Climb +19, Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search +17, Sense Motive +18, Spot +18, and Survival +3 (+4 following tracks)
Advancement: 13-18 HD (Large); 19-24 HD (Huge)
Climate/Terrain: Any land and underground (Mechanus)
Organization: Solitary, team (2-4), or platoon (1 plus 7-18 workers and 6-11 warriors)
Treasure: Standard

Source: Monster Manual

Hive Mind (Ex): 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 flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Immunities (Ex): Formians have poison, petrification, and cold immunity.

Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.

FORMIAN SOCIETY

Formians build fabulous hive-cities in which hundreds of the creatures dwell. They are born into their station, with no ability to progress. Workers obey orders given by warriors, myrmarchs, or the queen. Warriors carry out the will of their myrmarch commanders or the queen. Myrmarchs take orders only from the queen herself although they have different ranks depending on services rendered. These are not positions of power but of prestige. The most prestigious of the myrmarchs guard the queen. Taskmasters are equal in rank to warriors but seldom interact with other formians.

MYRMARCH

Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought. Very rarely do these ever conflict with the wishes of the queen, though - most myrmarchs are still very loyal to her.

Myrmarchs are commanders in formian armies and leaders in formian communities. They are the hands of the queen, carrying out her direct orders and making sure everything goes as exactly as she desires. Myrmarchs also have a secondary role: stamping out chaos wherever and whenever they can. Those who foment disorder, and particularly creatures that revere or exemplify it (such as slaadi), are the hated foes of myrmarchs.

Myrmarchs are the size of horses and have claws capable of fine manipulation, like human hands. They wear bronze helms to signify their position (the more elaborate the helm, the more prestige).

Myrmarchs speak Formian and Common.

Combat

Myrmarchs' claws are like hands and thus serve no combat purpose. Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers.

They fight intelligently, aiding those under them (if any are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is single-minded in its quest to destroy them.

Poison (Ex): Sting, Fortitude save (DC 20); initial and secondary damage 2d6 temporary Dexterity.

Spell-Like Abilities: At will - charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, magic circle against chaos, teleport without error; 1/day - dictum and order's wrath. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).