Formian Worker (CR 1/2)
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +4, Will +2
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -2
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d4+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9
Special Qualities: Cure serious wounds, hive mind, immunity to poison, petrification and cold, make whole, resistance to electricity 10, fire 10 and sonic 10
Feats: Skill Focus (craft [selected skill])
Skills: Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, and Spot +4
Advancement: 2 HD (Medium-size)
Climate/Terrain: Any land and underground (Mechanus)
Organization: Team (2-4) or crew (7-18)
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.
Workers are the lowest-ranking and most common formians. They exist only to serve, performing all the necessary, lowly tasks that the hive needs. While they cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine - though their intelligence still limits the concepts that they can grasp.
Workers are about the size of dogs, with clumsy claws usable only for manual labor.
Formian workers fight only to defend the hive-cities, using their mandibled bite.
Make Whole (Sp): Three workers together can repair an object as though with make whole cast by a 7th-level cleric. This is a full-round action for all three workers.
Heal (Sp): Eight workers together can heal a creature's wounds as though with cure serious wounds cast by a 7th-level cleric. This is a full-round action for all eight workers.
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).