Formian Worker
This small, centaur-like ant creature bears a huge, bulging sack on its armored back.
These lowest-caste formians stand a little taller than a large dog, and their small mandibles are better equipped for slicing leaves and cutting fruit from the vine than carving into flesh. Regardless, many humanoids find the sight of these centaurlike ant creatures intimidating. Their iridescent chitin is nearly featureless, marked only by small scarring as they age and a series of markings on their chest. A few more accomplished formian workers bear small gems proudly glued to their carapace, tokens granted them by taskmasters for particularly impressive accomplishments. Formian workers are the backbone of the hive. They produce and harvest all food, perform all mining and tunneling, aid the taskmasters in the crafting of goods, and perform all other menial labor. Formian workers grow fast and learn quickly within the hive mind. Shortly after it leaves its larval stage, a formian is assigned to a senior worker who teaches it a trade, and by the end of the second year, a formian worker is a productive member of the hive. Workers live 20–30 years, and older workers are assigned lighter or more skilled work in order to give them capacity to train the young formian workers. Workers are hatched in large batches and given a clutch name, usually based on a well-regarded formian of the previous generation. Only when they leave their larval stage are workers given a unique number carved into their carapaces, which is used in place of an individual name. Workers parrot the taskmasters in many things; they denote accomplishments on their carapaces and even have duels (though duels among workers almost never involve death). Rarely, a particularly remarkable worker will be called out for special attention by their taskmaster, and these workers are presented to the queen and given a proper name of their own. Workers flee from combat unless they are ordered by a taskmaster or myrmarch to attack intruders. If a hive is invaded, formian workers might be used as diversions or to undermine or collapse tunnels on invading enemies. If forced into a direct fight, they usually spend most of their efforts assisting a warrior or myrmarch, though they make good use of mining picks or alchemist’s fire if they are cornered.
LN Small
Init +0 (+4 with hive mind); Senses 30 ft., 60 ft., hive mind; Perception +4 (+8 with hive mind)
DEFENSE
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 6 (1d10+1)
Fort +1, Ref +2, Will +2
sonic 10
OFFENSE
Speed 40 ft., 10 ft.
Melee bite +3 (1d6+1)
STATISTICS
Str 13, Dex 10, Con 13, Int 10, Wis 10, Cha 9
Base Atk +1; +1; CMD 11 (15 vs. trip)
Feats Skill Focus (Profession [miner])
Skills Climb +5, Knowledge (engineering) +4, Perception +4 (+8 with hive mind), Profession (miner) +7
Languages Common, 60 ft.
SQ able assistant, , peerless bearer
ECOLOGY
Environment warm or temperate land or underground
Organization solitary, work crew (6–12 plus 1 taskmaster), band (3–15 plus 5–8 warriors and 1 taskmaster).
Treasure incidental (occasionally a 10–50gp gem embedded into a worker’s carapace)
SPECIAL ABILITIES
Able Assistant (Ex) When a formian worker succeeds at an aid another check or attack roll that aids another hive mate within its telepathy range, it grants a +4 bonus on the skill check, on the attack roll, or to AC instead of the normal +2.
Peerless Bearer (Ex) Workers are able to bear remarkable burdens for their size. They have a +5 racial bonus to Strength when calculating the effects of encumbrance.
Bat Swarm
Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to f lee their lairs.
N Diminutive ()
Init +2; Senses 20 ft., ; Perception +15
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +7, Will +3
Defensive Abilities ; weapon damage
OFFENSE
Speed 5 ft., 40 ft. (good)
Melee (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks (DC 11), wounding
STATISTICS
Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
Base Atk +2; —; CMD —
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Fly +12, Perception +15
Racial Modifiers +4 Perception when using blindsense
SQ
ECOLOGY
Environment any temperate or tropical
Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)
Treasure none
SPECIAL FEATURES
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Dire Bat
This giant, furry bat is nearly the size of an ox, with dark leathery wings that open wider than two men with arms outstretched.
The dire bat is usually found lairing in desolate areas, resting in caves or other secluded areas during the day and taking to the skies in search of prey at night. This immense creature has an average wingspan of 15 feet and weighs roughly 200 pounds. The dire bat generally doesn’t shelter in groups larger than eight, often living a solitary life. A dire bat prefers feeding on livestock and herd animals.
N Large
Init +2; Senses 40 ft.; Perception +12
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 22 (4d8+4)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 20 ft., 40 ft. (good)
Melee bite +5 (1d8+4)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6
Base Atk +3; +7; CMD 19
Feats Alertness, Stealthy
Skills Fly +9, Perception +12, Stealth +4
Racial Modifiers +4 Perception when using blindsense
ECOLOGY
Environment any temperate or tropical
Organization solitary, pair, or colony (3–8)
Treasure incidental
Formian Warrior
Armored from head to toe in gleaming black-and-red chitin, this insectile warrior’s tail ends in a wickedly barbed stinger.
Composing the fighting caste of the hive, formian warriors grow from grubs hatched in the flesh of carnivores and similar fierce creatures. All are sterile females, although in rare circumstances they spontaneously become fertile after the death of their queen. In the rigid hierarchy of the formian hive, they rank above the worker caste and below all others. Allowed independent initiative to better hone their battle skills, formian warriors have more latitude in following commands than many other formians. Owing to this latitude, formian warriors are more likely to chafe under hive strictures than workers and taskmasters. All formian warriors ultimately answer to the myrmarch caste and, through them, to the queen. Beneath this layer of command, the warriors have a command structure of their own. Formian warriors advance in rank through a complicated formula that references their achievements in battle, personal prowess, and years of service to the hive. Formian warriors engrave their chitin with insignia depicting their rank and notable deeds. A disgraced warrior has her markings gouged out and her stinger torn away. Formian warriors stand 7 feet tall and weigh 200 pounds. Their carapaces resemble suits of armor as much as insects’ exoskeletons but cannot be enhanced with magic as if they were armor. The striped patterns of a formian warrior vary from individual to individual, although formians belonging to the same hive usually bear similar markings. Warriors mature quickly and have short life spans, becoming too infirm to fight around 15 years of age. Old warriors are expected to end their lives for the good of the hive, either by taking on a fatal mission or through voluntary starvation. A few of the most exceptional warriors receive permission to live out their remaining years as teachers and drill instructors, passing their skills on to new generations of formian warriors.
LN Medium
Init +3 (+7 with hive mind); Senses 30 ft., 60 ft., hive mind; Perception +7 (+11 with hive mind)
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +4
sonic 10
OFFENSE
Speed 40 ft.
Melee sting +6 (1d4+2 plus poison), 2 claws +6 (1d4+2 plus )
Ranged javelin +7 (1d6+2 plus poison)
Special Attacks deadly grasp, poison
STATISTICS
Str 14, Dex 17, Con 15, Int 11, Wis 10, Cha 12
Base Atk +4; +6 (+10 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Acrobatics), Step Up
Skills Acrobatics +10 (+14 when jumping), Climb +8, Intimidate +8, Perception +7 (+11 with hive mind), Stealth +7
Languages Common; 60 ft.
SQ coordinate,
ECOLOGY
Environment warm or temperate land or underground
Organization solitary, pair, band (5–8 plus 3–15 workers and 1 taskmaster), or patrol (3–12)
Treasure standard (6 javelins, other treasure)
SPECIAL ABILITIES
Coordinate (Su) Once a formian warrior has acted in a combat, all allied formians within the hive mind are no longer considered flat-footed. When a formian warrior attacks a creature in melee, allied formians gain a +2 insight bonus on melee attack rolls against that creature until the start of the warrior’s next turn.
Deadly Grasp (Ex) When a formian warrior has a foe grappled, it deals sting damage when it succeeds at a grapple check to damage its opponent.
Poison (Ex) Javelin or sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Formian Taskmaster
This centaur-like creature is equipped with an ant’s mandibles and antennae.
Formian taskmasters are merchants, traders, diplomats, and spies, and particularly talented taskmasters may even advise the queen. Taskmasters can often be found outside the hive engaging in commerce or routine diplomatic missions. While traveling, a taskmaster is usually accompanied by 3–5 workers and at least 5 warriors. When dealing with other creatures, formians recognize that their telepathy can be off putting and use normal speech, although their mandibles are not well suited for the task and their voices are often hoarse and diff icult to understand. Like myrmarchs, taskmasters are highly competitive and take great pride in their successes. Notable accomplishments are carved into their carapaces and highlighted with the use of bright inks, precious metals, or gems. Formian society is largely free of the crime that is common in other humanoid societies, but formians do have occasional duels within a caste. Two taskmasters might have a duel over promotions, a trade route, or an insult. These duels are rarely lethal for fear of weakening the hive, and taskmasters who are too aggressive attract the wrong kind of attention from the myrmarchs. Dueling victories are often recorded on taskmasters’ carapaces alongside their other major accomplishments.
LN Medium
Init +2 (+6 with hive mind); Senses 30 ft., 60 ft., hive mind; Perception +16 (+20 with hive mind)
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 85 (10d10+30)
Fort +6, Ref +9, Will +10
sonic 10
OFFENSE
Speed 40 ft.
Melee sting +13 (1d4+3 plus poison), 2 claws +13 (1d4+3)
Ranged dart +12/+7 (1d4+3)
Special Attacks poison
(CL 10th; concentration +14)
3/day—detect thoughts (DC 16), sending (to the hive queen only)
Bard Spells Known (caster level 7th; concentration +11)
3rd (2)—confusion (DC 18), good hope
2nd (4)—heroism, invisibility, sound burst (DC 16), suggestion (DC 17)
1st (5)—charm person (DC 16), comprehend languages, cure light wounds, hideous laughter (DC 16), silent image (DC 15)
0 (at will)—dancing lights, daze (DC 15), detect magic, mending, message, prestidigitation
STATISTICS
Str 17, Dex 14, Con 16, Int 13, Wis 16, Cha 19
Base Atk +10; +13; CMD 26 (30 vs. trip)
Feats Combat Casting, Point-Blank Shot, Quick Draw, Rapid Shot, Spell Focus (enchantment)
Skills Appraise +6, Bluff +9, Climb +11, Craft (armor) +9, Diplomacy +14, Perception +16 (+20 with hive mind), Sense Motive +8, Spellcraft +6
Languages Common; 120 ft.
SQ , mental motivator (20 rounds/day)
ECOLOGY
Environment warm or temperate land or underground
Organization solitary, work crew (1 plus 6–12 workers), band (1 plus 3–15 workers and 5–8 warriors), embassy (2–6)
Treasure standard (10 darts, other treasure)
SPECIAL ABILITIES
Mental Motivator (Su) A formian taskmaster can inspire competence or inspire courage as a 7th-level bard (typically 20 rounds/day). The taskmaster’s performance is purely mental and only affects formians from its own hive within telepathic range.
Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Dexterity; cure 2 consecutive saves.
Spells A formian taskmaster casts spells as a 7th-level bard. It favors enchantment and illusion spells.
Formian Myrmarch
This horse-sized insect has a brilliant red carapace, and its monstrous face ref lects great intelligence and confidence.
Myrmarchs are an elite caste of the formian race. They serve as direct agents for the queen, acting as advisors and generals, or administrating tasks where complexity or propriety renders taskmasters unsuitable. It is myrmarchs who answer the call when a particularly skilled diplomat or emissary is required to carry the queen’s words outside of the territory of the hive to the dangerously disorganized races. While myrmarchs make up the aristocracy of formian society, this does not make them pampered intellectuals and bureaucrats. On the contrary, they are even more deadly than the warriors they often command, and do not hesitate to use their considerable might to aid and protect their kin. Myrmarchs facing combat apply their natural poison to their javelins, making them even more lethal. Like other formians, myrmarchs record their life’s history upon their carapaces. Between their greater opportunities and longer lifespans (roughly as long as those of humans), myrmarchs can cover nearly every inch of their shells with great deeds accomplished, foes overcome, and service to the hive. Some myrmarchs actually run out of space for new records: some die shortly thereafter, knowing that they have served their queen to the utmost, while others add new artificial plates to their carapaces to continue their epics. The most accomplished, trusted, and battle-tested of their race, myrmarchs form the queen’s elite bodyguard. In a small hive, these bodyguards likely have the same statistics presented above. In the oldest and largest hives, however, most possess class levels. A myrmarch has an enlarged thorax and abdomen, which give it the same general size and weight as a large warhorse, though its upper body is not much larger than that of a formian warrior’s. Myrmarchs stand about 8 feet high and weigh about 1,200 pounds.
LN Large
Init +8 (+12 with hive mind); Senses 30 ft., 60 ft., hive mind; Perception +18 (+22 with hive mind)
DEFENSE
AC 27, touch 16, flat-footed 22 (+2 deflection, +4 Dex, +1 dodge, +11 natural, –1 size)
hp 126 (12d10+60)
Fort +11, Ref +14, Will +13
sonic 10
OFFENSE
Speed 50 ft.
Melee sting +16 (1d8+5 plus poison), 2 claws +16 (1d4+5/19–20), bite +16 (1d6+5)
Ranged javelin +15/+10/+5 (1d6+5 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks poison
(CL 12th; concentration +15)
At will—charm monster (DC 17), clairaudience/clairvoyance, detect thoughts (DC 15)
3/day—hold monster (DC 18)
1/day—feeblemind (DC 18)
STATISTICS
Str 20, Dex 19, Con 20, Int 17, Wis 16, Cha 17
Base Atk +12; +18; CMD 35 (39 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Vital Strike
Skills Climb +20, Diplomacy +15, Knowledge (arcana) +15, Perception +18 (+22 with hive mind), Sense Motive +15, Spellcraft +15, Stealth +15
Languages Common, 150 ft.
SQ , inspire hive,
ECOLOGY
Environment warm or temperate land or underground
Organization Solitary, team (2–4), platoon (1 plus 7–18 warriors and 6–12 workers), or royal guard (4 plus 12–20 warriors)
Treasure standard (9 javelins, other treasure)
SPECIAL ABILITIES
Inspire Hive (Su) Once per day, a myrmarch can affect all warriors and workers in its telepathic range as if they were under the effect of a greater heroism spell (CL 12th).
Poison (Ex) Javelin or sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex and sickened; cure 2 saves. The save DC is Constitution-based.
Peuchen
This enormous snake has glowing green eyes, large fangs, and wide, membranous wings.
Enormous winged snakes, peuchens range in color from violet to vibrant green to glossy black; the most commonly encountered peuchens are a dark, tawny brown. Those in jungles tend to match the patterns found on local pythons. Rarely, they sport a series of red, white, and black bands, with the thin white band sandwiched between the thicker red and black bands. When peuchens are not flying, their leathery, batlike wings lie folded along their bodies, matching the coloration of the hides below. Their eyes are a brilliant green, with snakelike pupils. Peuchens have a smooth, dry texture to their diamond-shaped scales and smell faintly of nutmeg. Their fangs fold up into their jaw, but snap into place to bite prey with lightning speed. When they hunt, peuchens take on the form of livestock, such as sheep, goats, and cattle, and they prefer to stalk places suffering from drought or famine. These ambush predators often trick shepherds or lone farmers into bringing them back to farms, homesteads, and towns, where they can slip out each night to prey on any creatures they can find. They ambush their prey by coiling up and lunging with their strikes from a distance father than their prey usually expects. Peuchens prefer to drain the blood of humanoids, but they will eat sheep, goats, cats, dogs, or poultry if they fail to capture their favorite prey. They happily lair in haylofts or open attics, but also create nests in large trees or rock formations. Peuchens lay 6-inch eggs in scattered groups of eight to 12, and leave the young to fend for themselves. A peuchen measures around 12 feet long and 1 foot in diameter at its thickest point, with a wingspan of 8 feet; it weighs nearly 250 pounds.
NE Medium (shapechanger)
Init +6; Senses 60 ft., , ; Perception +16
DEFENSE
AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
hp 136 (13d10+65)
Fort +13, Ref +14, Will +9
OFFENSE
Speed 30 ft., 50 ft. (good)
Melee bite +19 (2d6+9 plus 1d6 bleed, , and poison)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks (1d6), (1d2 Constitution), (2d6+9)
(CL 13th; concentration +18)
At will—vampiric touch
3/day—hold person (DC 18)
STATISTICS
Str 22, Dex 23, Con 20, Int 13, Wis 16, Cha 21
Base Atk +13; +19; CMD 35 (can’t be tripped)
Feats Combat Reflexes, Deceitful, Flyby Attack, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Bluff +13, Disguise +7, Fly +19, Perception +16, Sense Motive +8, Stealth +15, Survival +9
Languages Common
SQ (Small, Medium, or Large herd animal, beast shape II)
ECOLOGY
Environment any warm or temperate land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
Great Cyclops
This misshapen but incredibly muscular humanoid has a single huge bloodshot eye set under a short, jagged horn on its brow.
Degenerate giants of cyclops-kind, the legendary great cyclopes embody the rage and dark doom of this race of uncanny seers. In their eyes blaze endless possibilities for bloodshed and terror, their myopic gazes seeming to witness the potential for infinite deaths and devastations hidden within each moment. Gigantic but dull-witted, these massive savages are usually loners, but occasionally either need or fate drives them to rampages from which few are safe. Such undeniable force brings with it a dread that, in many instances, grows to reverence, giving rise to strange cults that cloak these cyclopes with veils of menace and dark legends. Denizens of remote and primeval parts of the world, great cyclopes typically dwell in lands where none might intrude upon them—deserted islands, high craggy mountains, and stoic hill countries often provide the great caves they favor as lairs. While most avoid well-traveled or populated lands, spending much of their time hunting megafauna and even monstrous prey in the wilds, some, driven by hunger or a desperation to wander, seek out the paths and settlements of humanoids, finding that their fragile buildings are easily shattered and that the mewling creatures make savory meals. The average great cyclops stands approximately 30 feet tall and weighs upward of 4 tons, though individuals of significantly greater size are known.
CE Huge (giant)
Init +1; Senses ; Perception +22
DEFENSE
AC 26, touch 9, flat-footed 25 (+4 armor, +1 Dex, +13 natural, –2 size)
hp 195 (17d8+119)
Fort +12, Ref +6, Will +14
OFFENSE
Speed 50 ft. (35 ft. in armor)
Melee mwk greatclub +24/+19/+14 (3d8+19), gore +18 (1d8+6) or gore +23 (1d8+13), 2 slams +23 (2d6+13)
Ranged rock +12 (2d6+19)
Space 15 ft.; Reach 15 ft.
Special Attacks (gore, 4d8+24), (120 ft.)
STATISTICS
Str 36, Dex 13, Con 25, Int 7, Wis 14, Cha 8
Base Atk +12; +27; CMD 38
Feats Awesome Blow, Cleave, Critical Focus, Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack, Sickening Critical
Skills Perception +22
Languages Common, Cyclops, Giant
SQ flash of brutality
ECOLOGY
Environment any temperate or tropical
Organization solitary, colony (2–5), or tribe (6–14)
Treasure standard (masterwork greatclub, hide armor, other treasure)
SPECIAL ABILITIES
Flash of Brutality (Su) Once per day as a swift action, a great cyclops can gain a burst of savage of inspiration. When it does, it doubles the threat range of all weapons, natural attacks, and rock attacks it makes until the start of its next turn. Furthermore, once per day, when the great cyclops reaches 0 or fewer hit points and is conscious because of its Diehard feat, this ability recharges, allowing it to use the ability a second time that same day.
Gegenees
Tattoos cover the blue skin of this towering, six-armed giant, and large tusks jut from his lower jaw.
The gegenees are a race of six-armed giants who dwell in lands far from civilization. They prefer weapons such as clubs and spears, dress in skins and furs, and embellish their bodies with elaborate tattoos and ritual scarification. Though not malevolent, gegenees are territorial, superstitious, and exceptionally xenophobic. They have an innate distrust for arcane spellcasters in particular, and gegenees with innate sorcerous talents are quickly exiled from their clans. Gegenees tattoos are stylized patterns that tell the story of the individual as well as the histories of that gegenees’s most honored forebears. Consequently, gegenees are particularly infuriated by creatures that attempt to copy their tattoo patterns for aesthetic purposes, as this is tantamount to laying claim to the family legacies of the gegenees. Each gegenees clan is guided by a chieftain, who is advised by the venerable mothers— the clan’s three oldest and most revered women. Possessing great wisdom and supernatural gifts, the venerable mothers are also blind, for they pluck out their eyes to prove their devotion to the clan. Their every word is considered sacrosanct. Gegenees are 21 feet tall and weigh 14,000 pounds.
CN Huge (giant)
Init +6; Senses 60 ft., ; Perception +24
DEFENSE
AC 30, touch 10, flat-footed 28 (+2 Dex, +20 natural, –2 size)
hp 250 (20d10+140)
Fort +13, Ref +14, Will +13
OFFENSE
Speed 50 ft.
Melee club +26/+21/+16/+11 (2d6+12), 2 heavy picks +26 (2d6+8/×4), 2 slams +21 (2d6+4 plus grab) or 6 slams +26 (2d6+8 plus )
Ranged spear +20/+15/+10/+5 (3d6+8/×3), 2 spears +20 (3d6+8/×3)
Space 15 ft.; Reach 15 ft.
Special Attacks clobber, extra attacks, multiweapon mastery
STATISTICS
Str 26, Dex 14, Con 25, Int 10, Wis 13, Cha 11
Base Atk +20; +30 (+32 bull rush, +34 grapple); CMD 42 (44 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Initiative, Intimidating Prowess, Power Attack, Quick Draw, Staggering Critical, Stunning Critical
Skills Climb +16, Craft (any one) +6, Intimidate +31, Perception +24, Stealth +17, Survival +11, Swim +16
Languages Giant
ECOLOGY
Environment any temperate or warm land
Organization solitary, hunting party (2–5), or clan (6–25 plus 1 clan headman [barbarian, druid, or ranger of 4th–8th level] and 3 venerable mothers [oracles or witches of 3rd–5th level])
Treasure standard
SPECIAL ABILITIES
Clobber (Ex) When a gegenees damages a creature with three or more successful melee attacks in the same round, the gegenees can perform an awesome blow combat maneuver against the creature as a free action. If the awesome blow succeeds, the target must succeed at a DC 30 Fortitude save or be dazed for 1d4 rounds, in addition to the normal effects of the awesome blow. The save DC is Strength-based.
Extra Attacks (Ex) When a gegenees attacks as a standard action, it can make two additional attacks, even if its movement would normally restrict it to one attack. These additional attacks must be made with its other arms, and are made at its highest base attack bonus with a –2 penalty.
Multiweapon Mastery (Ex) A gegenees takes no penalties when fighting with multiple weapons.
VENERABLE MOTHER
Venerable mothers develop powerful abilities in exchange for their loss of sight. They have Charisma scores of at least 15 as well as the clouded vision oracle curse as a 20th-level oracle. Once per day, they can use commune with nature, legend lore, and true seeing as spell-like abilities. Exceptional venerable mothers typically advance with oracle levels.
Formian Queen
This large and majestic creature is nearly immobile, her massive abdomen swollen with her impending brood.
A formian queen is the embodiment of the hive and the key to its success, as a hive’s fate is tied to her ability to both populate it and successfully guide it. The formian queen does this while her massive body is bound to a central chamber dedicated to her nearly constant egg laying. The queen’s enormous abdomen squeezes out egg after egg as she meets with her myrmarchs to plan defense, strategy, and trade negotiations. While the queen may be sheltered, she is not blind. When necessary, she possesses the minds of her children to see for herself what occurs beyond her central chamber, and more active queens use this ability to confront intruders directly.
LN Large
Init +6 (+10 with hive mind); Senses 30 ft., 60 ft., hive mind, 60 ft.; Perception +35 (+39 with hive mind)
DEFENSE
AC 32, touch 6, flat-footed 32 (–3 Dex, +26 natural, –1 size)
hp 276 (24d10+144); 10
Fort +15, Ref +13, Will +20
10/—; sonic 10
OFFENSE
Speed 5 ft.
Melee 2 claws +33 (4d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks telepathic feedback
(CL 17th; concentration +24)
At will—magic jar (other formians only), magic missile
1/day—invisibility, feeblemind (DC 21)
3/day—commune with nature, empowered cone of cold (DC 22), permanent image, quickened magic missile, repulsion (DC 23), teleport
STATISTICS
Str 6, Dex 5, Con 20, Int 19, Wis 18, Cha 25
Base Atk +24; +35; CMD 42 (50 vs. trip)
Feats Alertness, Blind-Fight, Combat Casting, Craft Wondrous Item, Empower Spell-Like Ability (cone of cold), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell Like Ability (magic missile), Spell Penetration, Toughness
Skills Diplomacy +31, Intimidate +34, Knowledge (arcana, nature) +28, Knowledge (dungeoneering, engineering, geography, local, planes) +12, Perception +35 (+39 with hive mind), Sense Motive +12, Spellcraft +28
Languages Common, Dwarven, Terran, Undercommon; 200 ft.
SQ , hive frenzy
ECOLOGY
Environment warm or temperate land or underground
Organization hive (1 plus 300–5,000 formians)
Treasure triple
SPECIAL ABILITIES
Hive Frenzy (Su) Once per day as a standard action, the queen can send out a command to all formians within range of her telepathy. Those formians are affected as if by a haste spell (CL 20th).
Telepathic Feedback (Su) As a standard action, a queen can unleash debilitating telepathic feedback. Those within her telepathic range who are not members of her hive must succeed at a DC 29 Will save or take a –2 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 minute. A creature that succeeds at the save cannot be affected by telepathic feedback for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.