Archives of Nethys

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Source Bestiary 4 pg. 108
Giant, antlike interplanetary expansionists with an alien hive intelligence, formians are not evil, but they are aggressive in the propagation of their kind into new territories. The formian homeworld is a lush green jungle planet teeming with life both above and below ground level. Formian hives create vast tunnel systems, turning the subsurface of the planet into a honeycomblike structure. After colonizing every habitable piece of land on their home world, formians looked to the stars for additional lands to infest.

This instinct to expand and propagate often causes conf lict with their neighbors. Though the formians believe it is their right to annex into new areas, they have no patience for those who move into theirs. Formians claim and fiercely defend verdant areas of land around their hive because much of the hive’s nutritional needs are supplied by surface agriculture and hunting. In spite of this, intruders often don’t even notice they have entered formian territory. The ground above a formian hive appears unoccupied—formians conceal entrances to their hives and prefer harvesting fruits and berries in a way that leaves the land largely untouched. Meat that lands on formian tables typically comes from expeditions to drive off or hunt predators. Formians of the warrior caste organize these campaigns and these warriors have little patience for poachers.

Formian society is a strict matriarchy. Though each hive’s queen is theoretically independent and her rule absolute, allegiances are common between hives, and less powerful hives often grudgingly defer to more powerful matriarchs. Hundreds of worker and warrior formians serve even the smallest of hives. Larger hives number in the tens of thousands, and have complex tunnel systems with interwoven corridors connecting territories that might span over hundreds of square miles on the surface alone.

Each formian hive is designed primarily to protect the queen. Approaching the center of the hive can be exceedingly diff icult. Paths are designed deliberately to lead encroachers away from the queen’s hidden lair. In addition to deceptive corridors, formians often build traps and place complex magical protections, decoys, and illusions to protect the queen’s inner sanctuary.

Evolved to procreate on a massive scale, a formian queen is barely able to move under her own power. On the rare occasions she leaves her throne, a small army of workers assist and defend her, but formian queens are by no means defenseless. They are massive and powerful beings, and have the ability to possess any worker or warrior in the hive. A queen uses these thralls as her eyes and ears, and can cast spells through them. Creatures that invade a hive might find themselves the equals of the queen’s myrmarchs and taskmasters only to be laid low when a mere worker unleashes the queen’s tremendous magical power, employing the full force of her cunning and wrath.

Larger than typical warriors, formian myrmarchs are the chief guardians of the hive. They serve as trusted advisors to the queen and as generals of her armies. Warriors are the formians outsiders most frequently encounter. The warriors of the hive follow the orders of the myrmarch, and defend the hive from all encroachers. They also serve as hunters within formian lands and protect workers that venture beyond the hive.

Taskmasters serve the queen as overseers of projects that require greater intelligence and more liberated thinking than workers possess. Each taskmaster oversees workers bred with specif ic skills, directing tasks like expanding tunnels, repairing damage to the hive, or undermining the lands of dangerous creatures.

Workers are by far the most common formians, and perform a vast number of basic tasks, but they avoid interacting with those outside their hive.

Interplanetary Expansionists

After thoroughly occupying their home world, formians came up with a creative solution for alleviating population pressures. The most powerful queens coordinate their efforts to build dozens of massive asteroids, each loaded with a queen plus several myrmarchs and taskmasters, along with hundreds of eggs. The occupants are then placed in stasis, unable to wake until the asteroid crashes on a new world. The asteroids are then ensconced in layer after layer of magical protections and flung at nearby planets, serving as interplanetary seedpods for the species.

After years, decades, or even centuries in transit, an asteroid ship reaches its destination—or misses its mark entirely and continues off into the depths of space, the occupants safe though trapped in the asteroid until they reach a habitable planet. Most of these seedpods crash on their intended planets, though even then some of the seedpods meet with calamity. In rare instances, either the stasis or the protective magic fails, making the seedpod vulnerable to violent entry into a planet’s atmosphere. Other times the seedpod lands in an ocean or some other region of the planet inhospitable to formians, leaving them to drown, freeze, or meet some other calamity.

The safe arrival of a seedpod often creates a period of destruction and chaos for the natives of the formians’ new home. When the seedpod’s protections relax, the eggs hatch, and the formians move forward with ruthless efficiency toward creating their new hive.

Creatures in "Formian" Category

Formian Myrmarch10
Formian Queen17
Formian Taskmaster7
Formian Warrior3
Formian Worker1/2

Formian, Formian Queen

This large and majestic creature is nearly immobile, her massive abdomen swollen with her impending brood.

Formian Queen CR 17

Source Bestiary 4 pg. 110
XP 102,400
LN Large monstrous humanoid
Init +6 (+10 with hive mind); Senses blindsense 30 ft., darkvision 60 ft., hive mind, tremorsense 60 ft.; Perception +35 (+39 with hive mind)


AC 32, touch 6, flat-footed 32 (–3 Dex, +26 natural, –1 size)
hp 276 (24d10+144); fast healing 10
Fort +15, Ref +13, Will +20
DR 10/—; Resist sonic 10


Speed 5 ft.
Melee 2 claws +33 (4d8+10)
Space 10 ft., Reach 10 ft.
Special Attacks telepathic feedback
Spell-Like Abilities (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


Str 6, Dex 5, Con 20, Int 19, Wis 18, Cha 25
Base Atk +24; CMB +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; telepathy 200 ft.
SQ formian traits, hive frenzy


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 mindaffecting effect. The save DC is Charisma-based.


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.