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Formian Myrmarch

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

Formian Myrmarch CR 10

XP 9,600
LN Large monstrous humanoid
Init +8 (+12 with hive mind); Senses blindsense 30 ft., darkvision 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; Resist 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
Spell-Like Abilities (CL 12th; concentration +15)

At willcharm monster (DC 17), clairaudience/clairvoyance, detect thoughts (DC 15)
3/dayhold monster (DC 18)
1/dayfeeblemind (DC 18)

STATISTICS

Str 20, Dex 19, Con 20, Int 17, Wis 16, Cha 17
Base Atk +12; CMB +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, telepathy 150 ft.
SQ formian traits, inspire hive, undersized weapons

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.