Formians (Monster Stat Blocks)

Post/Author/DateTimePost
#1

Goober4473

Jun 24, 2015 13:23:56

In case anyone wanted 5e updates for Formians, I've put some together for my current adventure:

 

Formian Worker

Small monstrosity, lawful neutral

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Armor Class 16 (natural armor)

Hit Points 13 (3d6 + 3)

Speed 40 ft.

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  STR        DEX      CON       INT        WIS        CHA

13 (+1)   14 (+2)   13 (+1)   6 (-2)      10 (+0)   9 (-1)

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Skills Athletics +3, Stealth +4

Damage Resistance lightning

Damage Immunities poison

Condition Immunities petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands Formian

Challenge 1/2 (100 XP)

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Hive Mind. Formians can communicate telepathically with anyone in their hive within 1 mile. If one formian is aware of a creature, they all are. If one formian is not surprised, none are.

 

Actions

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Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage and 1d8 poison damage.

 

Repair (1/Short Rest). If eight workers take this action together, they heal an adjacent creature 3d8 + 2 hit points, or completely repair a mundane object.

 

Formian Warrior

Medium monstrosity, lawful neutral

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Armor Class 16 (natural armor)

Hit Points 45 (7d8 + 14)

Speed 40 ft.

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  STR        DEX       CON       INT        WIS        CHA

17 (+3)   16 (+3)   14 (+2)   10 (+0)   12 (+1)   11 (+0)

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Skills Athletics +5, Perception +3

Damage Resistance lightning

Damage Immunities poison

Condition Immunities petrified, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Formian, Terran

Challenge 3 (700 XP)

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Hive Mind. Formians can communicate telepathically with anyone in their hive within 1 mile. If one formian is aware of a creature, they all are. If one formian is not surprised, none are.

 

Magic Resistance. The formian has advantage on saves against spells and other magical effects.

 

Actions

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Multiattack. The formian makes one attack with its spear and one with its sting.

 

Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

 

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much on a successful one.

 

Formian Taskmaster

 

Medium monstrosity, lawful neutral

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Armor Class 17 (natural armor)

Hit Points 65 (10d8 + 20)

Speed 40 ft.

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  STR       DEX       CON       INT        WIS        CHA

18 (+4)   16 (+3)   14 (+2)   11 (+0)   16 (+3)   19 (+4)

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Skills Insight +6

Damage Resistance lightning

Damage Immunities poison

Condition Immunities petrified, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Telepathy 120 ft.

Challenge 7 (2,900 XP)

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Hive Mind. Formians can communicate telepathically with anyone in their hive within 1 mile. If one formian is aware of a creature, they all are. If one formian is not surprised, none are.

 

Magic Resistance. The formian has advantage on saves against spells and other magical effects.

 

Actions

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Multiattack. The formian makes two attacks with its claws and one with its sting.

 

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.

 

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 5d10 poison damage on a failed save, or half as much on a successful one.

 

Dominate (1/Short Rest). The taskmaster produces an effect identical to a dominate monster spell, with a save DC of 15, and a permanent duration. The target does not have advantage on the saving throw for being in combat with the taskmaster or its allies. A single taskmaster can have only up to four creatures under its control in this way at a time. The effect ends if the taskmaster dies.

 

Formian Myrmarch

Large monstrosity, lawful neutral

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Armor Class 18 (natural armor)

Hit Points 161 (17d10 + 68)

Speed 50 ft.

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  STR        DEX       CON       INT        WIS        CHA

20 (+5)   18 (+4)   18 (+4)   16 (+3)   16 (+3)   17 (+3)

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Skills Athletics +9, Insight +7, Perception +7, Persuasion +7

Damage Resistance lightning

Damage Immunities poison

Condition Immunities petrified, poisoned

Senses darkvision 60 ft., passive Perception 17

Languages Common, Formian, Terran

Challenge 10 (5,900 XP)

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Hive Mind. Formians can communicate telepathically with anyone in their hive within 1 mile. If one formian is aware of a creature, they all are. If one formian is not surprised, none are.

 

Magic Resistance. The formian has advantage on saves against spells and other magical effects.

 

Actions

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Multiattack. The formian makes two attacks with its claws and one with its sting.

 

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 5 piercing damage.

 

Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8 + 5 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 6d10 poison damage on a failed save, or half as much on a successful one.

 

Teleport. The Myrmarch magically teleports, along with any equipment it is holding or carrying, to an unoccupied space within 120 feet.

 

Formian Queen

 

Huge monstrosity, lawful neutral

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Armor Class 17 (natural armor)

Hit Points 195 (17d12 + 85)

Speed 0 ft.

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  STR        DEX       CON       INT        WIS        CHA

10 (+0)   6 (-2)      20 (+5)   20 (+5)   20 (+5)   21 (+5)

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Saving Throws Con +10, Wis +10, Cha +10

Skills Insight +7, Persuasion +7

Damage Resistance lightning

Damage Immunities poison

Condition Immunities petrified, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Common, Formian, Terran

Challenge 14 (11,500 XP)

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Hive Mind. Formians can communicate telepathically with anyone in their hive within 1 mile. If one formian is aware of a creature, they all are. If one formian is not surprised, none are.

 

Immobile. The formian queen cannot benefit from increases to her movement speed. When an effect would move her, reduce the distance by 10 feet.

 

Magic Resistance. The formian has advantage on saves against spells and other magical effects.

 

Spellcasting: The formian queen is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It knows the following sorcerer spells:

 

Cantrips: acid splash, dancing lights, mage hand, minor illusion, poison spray, ray of frost

1st level (4 slots): detect magic, magic missile

2nd level (3 slots): misty step, scorching ray

3rd level (3 slots): counterspell, tongues

4th level (3 slots): banishment, confusion

5th level (2 slots): insect plague, telekinesis

6th level (1 slots): mass suggestion

7th level (1 slots): prismatic spray, teleport

8th level (1 slots): dominate monster

 

Legendary Actions

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The formian queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The queen regains spent legendary actions at the start of its turn.

 

Command. One target that is part of the formian queen’s hive mind within 100 feet takes an action.

Cast a Spell (Costs 3 Actions). The formian queen casts a spell from its list of known spells, using a spell slot as normal.