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Size & Type (subtype):Small Outsider (Lawful)Hit Dice:1d8+1 (5)
Initiative:   +2 (Dex)   Speed:   40 ft.  
Armor Class:   17 (+1 size, +2 Dex, +4 natural)   Attacks:   Bite +3 melee  
Damage:   Bite 1d4+1   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Hive mind   Special Qualities:   Immunities, resistances, make whole, heal  
Saving Throws  Fortitude: 3  
Reflex: 4  
Will: 2  
Abilities:   Str: 13
Dex: 14
Con: 13
Int: 6
Wis: 10
Cha: 9
Skills:   Craft (any one) +3, Climb +3   Feats:   Skill Focus (craft)  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Team (2-4) or crew (7-18)  
Challenge Rating:   1/2   Challenge Rating Value:   0.5  
Treasure:   None   Alignment:   Always lawful neutral  
Advancement:   2 HD (Medium-size)  


Make Whole (Sp): Three workers together can repair an object as though with make whole cast by a 7th-level cleric. This is a full-round action for all three workers.

Heal (Sp): Eight workers together can heal a creature's wounds as though with cure serious wounds cast by a 7th-level cleric. This is a full-round action for all eight workers.

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002