18.12 Formians

PIC

Formians Lore

Nature DV 5: Formians are ant-like creatures native to Terra. They share a hive mind that allows telepathic communication at great distances.

Nature DV 10: All formians can sense their surroundings instinctively by feeling tremors in the ground. Most formians are simple drones with no independent thought or agency; they act only as directed by their queen. As a result, they fight with no concern for their own lives, serving only the greater good of the group. They may still retreat to avoid expending unnecessary resources on a battle that is already lost.

Nature DV 15: Formians often attempt to set up colonies in unclaimed locations on other planes to expand their influence, though they never attack civilizations or sentient creatures to do so. Once they have established their colonies, they consider themselves to have a rightful claim to that land, and they can be highly territorial.

If a formian queen is killed, all formians it was controlling immediately become inert, taking no actions of any kind. These isolated formians typically die of dehydration or similar causes, though in rare cases they may be claimed by another formian queen.

Worker

Level 1

Medium natural skirmisher

HP 11 IP 10

Types: insect

Defenses Armor 5 Brawn 3 Fort 2 Ment 2 Ref 5

Movement 30 ft.

Senses Tremorsense (60 ft.) Tremorsight (15 ft.)

Other skills Craft (metal) +1 Craft (stone) +1

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Attributes 1, 3, -1, -2, 0, -2

Alignment Lawful neutral

Accuracy +0; Brawling +1

Power 1; 0 ✨

Traits Multipedal Simple-minded

Worker Lore

Nature DV 5: Workers are the basic building blocks of formian society. A typical worker is about 3 feet long and about 2-1/2 feet high at the front. Its hands are suitable only for manual labor.

Nature DV 10: Individual workers are simple-minded, but they are given instructions by the hive mind. Even the smallest formian colony typically has hundreds of workers, and larger colonies can have tens of thousands. Workers are generally given orders by a formian queen in groups of at least five, and it is rare to see an individual worker on its own.

Worker Abilities

Hive Mind ✨: All formians within 50 miles of their queen are in constant telepathic communication with her, regardless of any intervening physical obstacles. They instantaneously share information about threats and discoveries. This allows formians to usually respond to new information intelligently and in perfect unison, regardless of each formian’s individual intelligence.

Bite

Standard action

Tags: Versatile Stance

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The worker makes a +0 melee strike vs. Armor with its bite.

Hit: 1d8+1 damage.

Drone

Level 5

Medium natural warrior

HP 28 IP 15

Types: insect

Defenses Armor 8 Brawn 6 Fort 7 Ment 5 Ref 7

Movement 30 ft.

Senses Tremorsense (60 ft.) Tremorsight (15 ft.) Awareness +8

Other skills Endurance +7

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Attributes 3, 4, 2, -4, 3, 0

Alignment Lawful neutral

Accuracy +4; Brawling +4

Power 5; 2 ✨

Traits Multipedal Simple-minded

Drone Lore

Nature DV 7: Drones are the basic fighting unit of formian society. In combat, drones use their high mobility to ruthlessly coordinate attacks on their most dangerous or most vulnerable foes.

Nature DV 12: Even the smallest formian colony typically has dozens of warriors, and larger colonies can have thousands.

Drone Abilities

Hive Mind ✨: All formians within 50 miles of their queen are in constant telepathic communication with her, regardless of any intervening physical obstacles. They instantaneously share information about threats and discoveries. This allows formians to usually respond to new information intelligently and in perfect unison, regardless of each formian’s individual intelligence.

Venomous Stinger

Standard action

Tags: Versatile Stance

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The drone makes a +5 melee strike vs. Armor with its stinger.

Hit: 1d6+5 damage.

Injury: The target becomes poisoned by drone venom. The poison’s accuracy is +5. It inflicts 2d6+1d8 damage immediately and with each escalation. The second escalation also ends the poison.

Myrmarch

Level 9

Medium natural warrior

PIC

HP 49 IP 23

Types: insect

Defenses Armor 11 Brawn 9 Fort 9 Ment 8 Ref 10

Movement 30 ft.

Senses Tremorsense (120 ft.) Tremorsight (30 ft.) Awareness +10

Other skills Endurance +10

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Attributes 4, 6, 3, -4, 3, 2

Alignment Lawful neutral

Accuracy +6; Brawling +6

Power 8; 6 ✨

Equipment Greatsword

Traits Multipedal Simple-minded

Myrmarch Abilities

Hive Mind ✨: All formians within 50 miles of their queen are in constant telepathic communication with her, regardless of any intervening physical obstacles. They instantaneously share information about threats and discoveries. This allows formians to usually respond to new information intelligently and in perfect unison, regardless of each formian’s individual intelligence.

Dance of Death

Standard action

Tags: Sustain (standard)

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Whenever you use or sustain this maneuver, if you both dealt damage to another creature and took damage from another creature since the start of your last turn, it is briefly maximized (deal max damage) and shielded (+2 Armor and Ref).

Greatsword

Standard action

Tags: Sweeping (1)

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The myrmarch makes a +6 melee strike vs. Armor with its greatsword.

Hit: 2d8+8 damage.

Pure Precision

Standard action

Tags: Sweeping (1)

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The myrmarch makes a +10 melee strike vs. Armor with its greatsword.

Hit: 1d8+8 damage.

Frostweb Spider

Level 12 – Elite

Large natural skirmisher

PIC

HP 174 IP 87

Types: beast

Defenses Armor 15 Brawn 13 Fort 11 Ment 11 Ref 14

Movement 40 ft.; Poise +17 Stealth +13

Senses Tremorsense (90 ft.) Awareness +12

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Attributes 4, 8, 2, -5, 3, 2

Alignment Neutral

Accuracy +7; Brawling +8

Power 12; 10 ✨

Traits Multipedal

Frostweb Spider Lore

Nature DV 11: A frostweb spider is a Large ice-blue spider native to frigid mountain peaks. It weaves webs of ice rather than silk to trap its prey.

Frostweb Spider Abilities

Frostweb

Elite action

Tags: Cold, Manifestation

Cost: One optional ice crystal.

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Choose a Small (15 ft.) radius within Short (30 ft.) range. The frostweb spider makes a +7 attack vs. Reflex and Fortitude against everything in the area. If you spent an ice crystal, this effect repeats in the same area at the start of its next turn.

Hit: 2d6+10 damage.

Injury: The target is briefly slowed (-10 speed, -2 Armor and Ref).

Miss: Half damage.

Mighty Creeping Frost

Elite action

Tags: Cold

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This spell functions like the creeping frost spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

Venomous Bite

Standard action

Tags: Cold, Versatile Stance

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The frostweb spider makes a +7 melee strike vs. Armor with its bite.

Hit: 2d8+12 damage.

Injury: The target becomes poisoned by frostweb spider venom. The poison’s accuracy is +7. It A poisoned creature is slowed (-10 speed, -2 Armor and Ref) while the poison lasts. The second escalation also inflicts a vital wound with a unique vital wound effect. Instead of making a vital roll for the vital wound, the target becomes deathly cold.

Elite Cleanse

Triggered

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At the end of its turn, the frostweb spider rolls 1d10. On an 7 or higher, it can remove one condition. On a 10, it can instead remove two different conditions.

Fusion Elemental

Level 16 – Elite

Huge artificial leader

HP 372 IP 186

Types: construct

Defenses Armor 16 Brawn 19 Fort 15 Ref 14

Movement 50 ft.; Jump 30 Athletics +19

Senses Awareness +13

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Attributes 8, 6, 5, —, 2, —

Alignment Neutral

Accuracy +9; Brawling +12

Power 18; 14 ✨

Traits Bloodless Immortal Mindless Nonliving Soulless Static

Fusion Elemental Lore

Arcana DV 13: Fusion elementals are a hybrid of the four common elemental types: air, earth, fire, and water. Unlike common elementals, they are fully sentient.

Fusion Elemental Abilities

Constraining Bubble

Elite action

Tags: Manifestation, Water

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The fusion elemental makes a +9 attack vs. Brawn against up to two Huge or smaller creatures within Medium (60 ft.) range. The fusion elemental gains a +2 accuracy bonus with the attack if there is a Large or larger body of water within Short (30 ft.) range.

Hit: The target is briefly surrounded by a bubble of water. It cannot breathe air, fly, or glide, but it can use its other movement modes normally. If it does not have a swim speed, it is unsteady (-2 accuracy, Armor, Brawn, Ref). It can spend a standard action to force its head out of the bubble to breathe.

Critical hit: The brief effect becomes a condition.

Mighty Crushing Gravity

Elite action

Tags: Earth

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The fusion elemental makes a +9 attack vs. Brawn against a grounded creature or object within Medium (60 ft.) range. The fusion elemental gains a +1 accuracy bonus for each weight category by which the target is heavier than Medium.

Hit: 10d6 damage.

Mighty Pyroclasm

Elite action

Tags: Fire

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Fire consumes a Large (60 ft.) radius zone from the fusion elemental’s location. The fusion elemental makes a +9 attack vs. Armor and Reflex against everything in the area. This typically means it includes itself as a target. At the start of its next turn, this effect repeats in the same area.

Hit: 8d6 damage.

Miss: Half damage.

Mighty Windblast

Elite action

Tags: Air

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The fusion elemental makes a +9 attack vs. Brawn and Reflex against everything in a Medium (30 ft.) cone from itself.

Hit: 4d6+14 damage.

Miss: Half damage.

Distant Flame Dash

Standard action

Tags: Fire

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The fusion elemental teleports into an unoccupied destination on a stable surface within Medium (60 ft.) range. In addition, the fusion elemental makes a +9 attack vs. Armor and Reflex against everything in a 5 ft. wide line between its starting location and its starting location.

Hit: 2d6+14 damage. The target also briefly burns for 2d6+14 damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage.

Ground Slam

Standard action

Tags: Earth, Sweeping (1)

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The fusion elemental makes a +7 melee strike vs. Armor with its slam. It targets everything supported by that surface in a Medium (30 ft.) cone from one corner of the target space. The strike deals double damage.

Hit: 2d10+36 damage.

Mighty Windslash

Standard action

Tags: Air

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The fusion elemental makes a +9 attack vs. Armor against up to two targets within Long (90 ft.) range. If the fusion elemental chooses two targets, they must be adjacent to each other.

Hit: 8d6 damage.

Tidal Slam

Standard action

Tags: Sweeping (1), Water

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The fusion elemental makes a +13 melee strike vs. Armor with its slam.

Hit: 1d10+18 damage.

Injury: If the attack result hits the target’s Brawn defense, the fusion elemental flings it 15 feet. This is a Size-Based effect, so it does not affect creatures more than one size category larger than it.

Elite Cleanse

Triggered

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At the end of its turn, the fusion elemental rolls 1d10. On an 7 or higher, it can remove one condition. On a 10, it can instead remove two different conditions.

Gelatinous Cube

Level 5 – Elite

Large natural brute

PIC

HP 132 IP 99

Types: ooze

Defenses Armor 4 Brawn 10 Fort 10 Ref 3

Movement 40 ft.; Flexibility +1 Stealth -3

Senses Tremorsense (120 ft.) Tremorsight (60 ft.)

Other skills Endurance +13

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Attributes 6, -4, 8, —, 0, —

Alignment Neutral

Accuracy +2; Brawling +5

Power 10; 0 ✨

Traits Mindless Sightless Simple-minded Soulless

Gelatinous Cube Lore

Dungeoneering DV 7: Gelatinous cubes are gigantic green oozes that creep along underground tunnels, digesting anything organic they encounter. They are feared for their ability to easily snatch up smaller creatures and carry them away.

Dungeoneering DV 12: When a gelatinous cube finds prey, it simply moves through the unfortunate creature, trapping it inside the ooze’s body. Creatures engulfed in this way can find it difficult to escape while they are being slowly digested. Gelatinous cubes are unusually fast compared to other oozes, though they are still slow compared to most creatures.

Dungeoneering DV 17: Gelatinous cubes can climb walls, though they rarely climb high. If possible, they prefer to nestle into alcoves so they can drop on unsuspecting prey.

Gelatinous Cube Abilities

Gelatinous: The gelatinous cube gains a +10 bonus to Athletics checks made to climb. In addition, it can move freely through spaces occupied by other creatures who do not have this ability.

Suspension: Anything that is grappled by the gelatinous cube while sharing space with it is suspended within its body. Whenever it moves, all suspended creatures and objects automatically move with it.

Dissolve

Elite action

Tags: Acid

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The gelatinous cube makes a +2 attack vs. Fortitude against everything in its space.

Hit: 1d10+5 damage.

Miss: Half damage.

Engulf

Standard

Tags: Brawling, Size-Based

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The gelatinous cube moves up to its speed in a straight line. Whenever it shares space with anything Medium or smaller during this movement, it makes a +4 brawling attack vs. Fortitude against that creature or object.

Hit: The target is grappled by the gelatinous cube. The gelatinous cube automatically controls the grapple.

Elite Cleanse

Triggered

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At the end of its turn, the gelatinous cube rolls 1d10. On an 7 or higher, it can remove one condition. On a 10, it can instead remove two different conditions.