Formian Winged Warrior (CR 6)
AC: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Hit Dice: 6d8+12 (39 hp)
Fort +7, Ref +9, Will +6
Speed: 20 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +8
Attack: Bite +8 melee, or spike +10 ranged
Full Attack: Bite +8 melee and 2 claws +6 melee, or 2 spikes +10 ranged
Damage: Bite 1d4+2, claw 1d6+1, spike 1d4+2/19-20/x3 plus poison
Special Attacks/Actions: Augmented critical, hive mind, poison, spikes
Abilities: Str 15, Dex 18, Con 15, Int 10, Wis 12, Cha 11
Special Qualities: Immunities, outsider traits, resistances, SR 18
Feats: Flyby Attack; Hover; Multiattack
Skills: Balance +13, Climb +11, Hide +13, Listen +10, Move Silently +13, Search +9, Spot +10, and Survival +10
Advancement: 7-16 HD (Medium-size); 17-18 HD (Large)
Climate/Terrain: Any land and underground (Mechanus)
Organization: Solitary, team (2-4), or troop (6-11)
Hive Mind (Ex): All formians within 50 miles of 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 cold, petrification, and poison immunity.
Outsider Traits: Formians have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).
Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.
Winged warriors prefer to launch spikes before swooping in and fighting in melee. They target anyone using ranged weapons against them first, and then attack the most physically daunting opponents.
Winged warriors can be summoned using a summon monster VI spell.
Augmented Critical (Ex): A winged warrior's spikes threaten a critical hit on a natural attack roll of 19-20. On a successful critical hit with its spikes, a winged warrior deals triple damage.
Poison (Ex): A winged warrior delivers its poison (Fort DC 15 negates) with each successful spike attack. Initial and secondary damage are the same (1d6 Str).
Spikes (Ex): Twice per day, with a snap of its tail, a winged warrior can release two spikes as a standard action.
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).