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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Conversion of System Rules Document monster information to XML format Copyright 2001 John Hanju Kim.
Frost Worm
SizeAndType: Huge Magical Beast (Cold)
HitDice: 14d10+70 (147)
Initiative: +4 (Improved Initiative)
Speed: 30 ft., burrow 10 ft.
ArmorClass: 18 (-2 size, +10 natural)
Attacks: Bite +20 melee
Damage: Bite 2d6+12 and 1d8 cold
FaceAndReach: 5 ft. by 40 ft./10 ft.
SpecialAttacks: Trill, cold, breath weapon
SpecialQualities: Cold subtype, death throes
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 5
Skills: Hide +3*, Listen +5, Spot +4
Feats: Alertness, Improved Initiative, Iron Will
ClimateAndTerrain: Any cold land
Organization: Solitary
ChallengeRating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
Description
General
Combat

Frost worms lurk under the snow, waiting for prey to come near. They begin their attack with trilling and then attack helpless prey with their bite.

Special Ability

Trill (Su): The frost worm can emit a noise that forces its prey to stand motionless. This sonic, mind affecting compulsion affects all creatures other than frost worms within a 100-foot spread. Creatures must succeed at a Will save (DC 17) or be stunned for as long as the worm trills, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that frost worm for one day. The effect's caster level is 14.

Special Ability

Cold (Ex): Frost worms' bodies generate intense cold, dealing 1d8 points of damage with their touch. Creatures attacking a frost worm unarmed or with natural weapons take cold damage each time their attacks hit.

Special Ability

Breath Weapon (Su): Cone of cold, 30 feet long, once per hour; damage 15d6, Reflex half DC 22. Opponents held motionless by the frost worm's trill get no saving throw.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Special Ability

Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).

Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, receives a +10 racial bonus to Hide checks in its native environment.

Formian:Worker
SizeAndType: Small Outsider (Lawful)
HitDice: 1d8+1 (5)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 17 (+1 size, +2 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d4+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Hive mind
SpecialQualities: Immunities, resistances, make whole, heal
Saves: Fort +3, Ref +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)
ClimateAndTerrain: Any land and underground
Organization: Team (2-4) or crew (7-18)
ChallengeRating: 1/2
Treasure: None
Alignment: Always lawful neutral
Advancement: 2 HD (Medium-size)
Description
General
Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

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

Special Ability

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

Formian:Warrior
SizeAndType: Medium-Size Outsider (Lawful)
HitDice: 4d8+8 (26)
Initiative: +3 (Dex)
Speed: 40 ft.
ArmorClass: 18 (+3 Dex, +5 natural)
Attacks: Sting +7 melee, 2 claws +5 melee, bite +5 melee
Damage: Sting 2d4+3, claw 1d6+1, bite 1d4+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Hive mind, poison
SpecialQualities: Immunities, resistances, SR 18
Saves: Fort +6, Ref +7, Will +5
Abilities: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills: Climb +10, Hide +10, Listen +7, Move Silently +10, Spot +6
Feats: Dodge, Multiattack
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), or troop (6-11)
ChallengeRating: 3
Treasure: None
Alignment: Always lawful neutral
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)
Description
General
Special Ability

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

Special Ability

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.

Special Ability

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

Special Ability

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

Formian:Taskmaster
SizeAndType: Medium-Size Outsider (Lawful)
HitDice: 6d8+12 (39)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 19 (+3 Dex, +6 natural)
Attacks: Sting +10 melee, 2 claws +5 melee
Damage: Sting 2d4+4, claw 1d6+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Hive mind, poison, dominate person, dominated creature
SpecialQualities: Immunities, resistances, telepathy, SR 21
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 18, Dex 16, Con 14, Int 14, Wis 16, Cha 19
Skills: Climb +13, Hide +12, Listen +12, Move Silently +12, Search +8, Sense Motive +12, Spot +12
Feats: Improved Initiative, Spell-Like Ability Focus (enchantment)
ClimateAndTerrain: Any land and underground
Organization: Solitary (1 plus 1 dominated creature) or conscription team (2-4 plus 1 dominated creature each)
ChallengeRating: 7
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 7-9 HD (Medium-size); 10-12 HD (Large)
Description
General
Special Ability

Dominate Person (Su): Taskmasters can use dominate person on any creature as the spell cast by a 10th-level sorcerer (save DC 19), although the subject may be of any type and may be up to Large size. A single taskmaster can dominate up to four subjects at a time.

Special Ability

Dominated Creature (Ex): A taskmaster is never encountered alone: One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).

Special Ability

Poison (Ex): Sting, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Strength.

Special Ability

Telepathy (Su): Taskmasters can communicate telepathically with any intelligent creature within 100 feet.

Special Ability

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.

Special Ability

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

Special Ability

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

Formian:Myrmarch
SizeAndType: Large Outsider (Lawful)
HitDice: 12d8+48 (102)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.
ArmorClass: 28 (-1 size, +4 Dex, +15 natural)
Attacks: Sting +15 melee, bite +13 melee; or javelin +15/+10 ranged
Damage: Sting 2d4+4, bite 2d6+2; or javelin 1d6+4 and poison
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Hive mind, poison, spell-like abilities
SpecialQualities: Immunities, resistances, fast healing 2, SR 25
Saves: Fort +12, Ref +12, Will +11
Abilities: Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17
Skills: Climb +18, Craft (any one) +9, Diplomacy +15, Hide +15, Knowledge (any one) +16, Listen +18, Move Silently +19, Search +17, Sense Motive +18, Spot +18
Feats: Dodge, Improved Initiative, Mobility, Multiattack
ClimateAndTerrain: Any land and underground
Organization: Solitary, team (2-4), or platoon (1 plus 7-18 workers and 6-11 warriors)
ChallengeRating: 10
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 13-18 HD (Large); 19-24 HD (Huge)
Description
General

Myrmarchs speak Formian and Common.

Special Ability

Poison (Ex): Sting, Fortitude save (DC 20); initial and secondary damage 2d6 temporary Dexterity.

Special Ability

Spell-Like Abilities: At will-charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, magic circle against chaos, and teleport without error; 1/day-dictum and order's wrath. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

Special Ability

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.

Special Ability

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

Special Ability

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

Formian:Queen
SizeAndType: Large Outsider (Lawful)
HitDice: 20d8+100 (190)
Initiative: +5 (Int)
Speed: 0 ft.
ArmorClass: 23 (-1 size, +14 natural)
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Hive mind, spells, spell-like abilities
SpecialQualities: Immunities, resistances, fast healing 2, telepathy, SR 30
Saves: Fort +19, Ref -, Will +19
Abilities: Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21
Skills: Appraise +22, Bluff +28, Concentration +22, Diplomacy +28, Knowledge (any three) +28, Listen +30, Scry +28, Sense Motive +28, Spellcraft +28, Spot +30
Feats: Alertness, Great Fortitude, Iron Will, item creation feat (any one), Quicken Spell, Spell Focus (Enchantment)
ClimateAndTerrain: Any land and underground
Organization: Solitary or hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 myrmarchs)
ChallengeRating: 18
Treasure: Double standard
Alignment: Always lawful neutral
Advancement: 21-30 HD (Huge); 31-40 HD (Gargantuan)
Description
General
Special Ability

Spells: The queen casts arcane spells as a 17th-level sorcerer.

Special Ability

Spell-Like Abilities: At will: calm emotions, charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, dictum, divination, hold monster, magic circle against chaos, order's wrath, shield of law, and true seeing. These abilities are as the spells cast by a 17th-level sorcerer (save DC 15 + spell level).

Special Ability

Telepathy (Su): The queen can communicate telepathically with any intelligent creature within fifty miles whose presence she is aware of.

Special Ability

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.

Special Ability

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

Special Ability

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

Fungus:Shrieker
SizeAndType: Medium-Size Plant
HitDice: 2d8+2 (11)
Initiative: -5 (Int)
Speed: 0 ft.
ArmorClass: 13 (+3 natural)
FaceAndReach: 5 ft. by 5 ft./0 ft.
SpecialAttacks: Shriek
SpecialQualities: Plant
Saves: Fort +4, Ref -, Will -4
Abilities: Str -, Dex -, Con 13,Int 1, Wis 2, Cha 1
ClimateAndTerrain: Any underground
Organization: Solitary or patch (3-5)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium-size)
Description
General
Special Ability

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Special Ability

Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers learn that the fungus's noise means there is food nearby.

Fungus:Violet Fungus
SizeAndType: Medium-Size Plant
HitDice: 2d8+6 (15)
Initiative: -1 (Dex)
Speed: 10 ft.
ArmorClass: 13 (-1 Dex, +4 natural)
Attacks: 4 tentacles +3 melee
Damage: Tentacle 1d6+2 and poison
FaceAndReach: 5 ft. by 5 ft./"10_ft. (with tentacle)
SpecialQualities: Plant
Saves: Fort +6, Ref -1, Will +0
Abilities: Str 14, Dex 8, Con 16, Int 2, Wis 11, Cha 9
ClimateAndTerrain: Any underground
Organization: Solitary, patch (2-4), or mixed patch (2-4 violet fungi and 3-5 shriekers)
ChallengeRating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3-6 HD (Medium-size)
Description
General
Special Ability

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Special Ability

Poison (Ex): Tentacle, Fortitude save (DC 14); initial and secondary damage 1d4 temporary Strength and 1d4 temporary Constitution.