Formian Warrior (CR 3)

Medium Outsider (Extraplanar and lawful)
Alignment: Always lawful neutral
Initiative: +3 (Dex); Senses: Listen +8 and Spot +8


AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +7, Will +5
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +7
Attack: Sting +7 melee
Full Attack: Sting +7 melee and 2 claws +5 melee and bite +5 melee
Damage: Sting 2d4+3 plus poison, claw 1d6+1, bite 1d4+1
Special Attacks/Actions: Poison
Abilities: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Special Qualities: Hive mind, immunity to poison, petrification and cold, resistance to electricity 10, fire 10, and sonic 10, SR 18
Feats: Dodge; Multiattack
Skills: Climb +10, Hide +10, Jump +4, Listen +8, Move Silently +10, Search +7, Spot +8, Survival +1 (+3 following tracks), and Tumble +12
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Climate/Terrain: Any land and underground (Mechanus)
Organization: Solitary, team (2-4) or troop (6-11)
Treasure/Possessions: None

Source: Monster Manual

Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Immunities (Ex): Formians have poison, petrification, and cold immunity.

Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.

FORMIAN SOCIETY

Formians build fabulous hive-cities in which hundreds of the creatures dwell. They are born into their station, with no ability to progress. Workers obey orders given by warriors, myrmarchs, or the queen. Warriors carry out the will of their myrmarch commanders or the queen. Myrmarchs take orders only from the queen herself although they have different ranks depending on services rendered. These are not positions of power but of prestige. The most prestigious of the myrmarchs guard the queen. Taskmasters are equal in rank to warriors but seldom interact with other formians.

WARRIOR

Warriors exist only to fight. Just slightly above the workers, warriors can communicate more efficiently through the hive mind, but only to communicate battle plans and make reports to their commanders. They cannot speak otherwise.

Warriors are the size of ponies, and their claws are designed specifically for combat.

Combat

Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.

Poison (Ex): Sting, Fortitude save (DC 14); initial and secondary damage 1d6 temporary Strength.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).