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Formian Myrmarch

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This horse-sized insect has a brilliant red carapace, and its monstrous face reflects 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.

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.

Attributes

AC
27, Touch 16, Flat-footed 22 (+2 Deflection, +4 Dex, +1 Dodge, +11 Natural, 1 Size)
Alignment
Ln
Base Atk
+12
CMB
+18
CMD
35 (39 Vs. Trip)
CR
CR 10
Cha
17
Con
20
Creature Type
Monstrous Humanoid
Dex
19
Environment
Warm Or Temperate Land Or Underground
Feats
Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Vital Strike
Fort
+11
HP
126 (12d10+60)
Init
Ln Large Monstrous Humanoid +8 (+12 With Hive Mind)
Int
17
Languages
Common, Telepathy 150 Ft.
Melee
Sting +16 (1d8+5 Plus Poison), 2 Claws +16 (1d4+5/1920), Bite +16 (1d6+5)
Organization
Solitary, Team (2-4), Platoon (1 Plus 7-18 Warriors And 6-12 Workers), Or Royal Guard (4 Plus 12-20 Warriors)
Ranged
Javelin +15/+10/+5 (1d6+5 Plus Poison)
Reach
5 Ft.
Ref
+14
Resist
Sonic 10
SQ
Formian Traits, Inspire Hive, Undersized Weapons
Senses
Blindsense 30 Ft., Darkvision 60 Ft., Hive Mind; Perception +18 (+22 With Hive Mind)
Size
Large
Skills
Climb +20, Diplomacy +15, Knowledge (Arcana) +15, Perception +18 (+22 With Hive Mind), Sense Motive +15, Spellcraft +15, Stealth +15
Space
10 Ft.
Special Attacks
Poison
Speed
50 Ft.
Spell-Like Abilities
(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)
Str
20
Treasure
Standard (9 Javelins, Other Treasure)
Will
+13
Wis
16
XP
9,600
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