Formian Queen (CR 17)
AC: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Hit Dice: 20d8+100 (190 hp)
Fort +19, Ref -, Will +19
Speed: 0 ft.
Space: 10 ft./5 ft.
Base Attack -; Grapple -
Special Attacks/Actions: Spells, spell-like abilities
Abilities: Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21
Special Qualities: Fast healing 2, hive mind, immunity to poison, petrification and cold, resistance to electricity 10, fire 10 and sonic 10, SR 30
Feats: Alertness; Eschew Materials; Great Fortitude; Improved Counterspell; Iron Will; item creation feat; (any one); Maximize Spell; Spell Focus (Enchantment)
Skills: Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, and Use Magical Device +28 (+30 scrolls)
Advancement: 21-30 HD (Huge); 31-40 HD (Gargantuan)
Climate/Terrain: Any land and underground (Mechanus)
Organization: Hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 myrmarchs)
Treasure/Possessions: Double standard
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.
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.
The queen sits at the center of the hive-city, her bloated body never moving from the royal chamber. She is served and guarded by twenty of the most loyal myrmarchs.
The queen is half again as big as a myrmarch, with atrophied legs - she cannot move. With her telepathic abilities, though, can send instructions to and get reports from any formian within her range.
The queen speaks Formian and Common, although she can communicate with any creature telepathically.
The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This is very rare, however, and most of the time the queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Spell-Like Abilities: At will - calm emotions, charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, dictum, divination, hold monster, magic circle against chaos, order's wrath, shield of law, and true seeing. These abilities are as the spells cast by a 17th-level sorcerer (save DC 15 + spell level).
Telepathy (Su): The queen can communicate telepathically with any intelligent creature within fifty miles whose presence she is aware of.
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.
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).