Formicid (5e Creature)

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Please see Formicid race stats for a better understanding of this race.

Formicid Queen[edit]

Large monstrosity, lawful neutral

Armor Class 20 (natural armor)
Hit Points 284 (27d10 + 148)
Speed 5ft

14 (+2) 2 (-4) 21 (+5) 20 (+5) 20 (+5) 22 (+6)

Saving Throws Con + 11, Wis +11, Char +13
Skills Arcana + 11, Nature +11, Perception +11, Persuasion +12, Religion +11
Damage Resistances lightning, fire, thunder
Damage Immunities poison, cold
Condition Immunities charmed, petrified, poisoned
Senses darkvision 120ft, tremorsense 120ft, passive Perception 21
Languages Common, Formicid, Telepathy 60ft
Challenge 14 (11,500 XP)

Hive Mind. The Formicid has advantage on an attack roll against a creature if at least one of the Formicid's allies is within 5 feet of the creature and the ally isn't incapacitated. Any Formicid within 50 miles of its queen is in constant communication with her, and all other Formicids within 50 miles of the queen. If one Formicid is aware of a threat, all of them are.

Magic Resistance. The Formicid has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Formicid Queens’s innate spellcasting ability is Wisdom. Its spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:

At Will:dancing lights, detect thoughts

Spellcasting. The Formicid Queen is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Formicid Queen has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, mending, minor illusion, poison spray,

1st level (4 slots): comprehend languages , chaos bolt

2nd level (3 slots): crown of madness, dust devil, hold person

3rd level (3 slots): melf's minute meteors, slow

4th level (3 slots): confusion, stoneskin

5th level (2 slots): insect plague, telekinesis

6th level (1 slot): move earth

7th level (1 slot): prismatic spray

8th level (1 slot): power word stun


Cantrip . The Formicid Queen casts one cantrip.

Command (Costs 2 Actions). The Queen chooses one Formicid it can communicate with. That Formicid can immediately use its reaction to make one weapon attack and adds 1d4 to the damage roll.

Invade (Costs 3 Actions). The Queen chooses a hostile enemy within 60ft and attempts to connect them to the hive mind. The target must succeed on a DC 16 Wisdom saving throw or become charmed by the Formicid Queen. The target will regard the Formicid as their queen and will serve the queen to the best of their abilities. The effect lasts for one minute, during which the target can repeat the saving throw at the end of each of its turns. The Formicid Queen can only have one target charmed at a time.

Two Formians, with and without weapons

The Formicids are a hard working ant-like people, digging out extensive underground tunnels and chambers with their claws and mandibles. They appear to be partially-upright ants with reddish-brown carapaces. They are also exceptionally strong compared to their size. The Formicids live in a hive mind, where every Formicid is directly connected to and is driven to serve the Queen and expand the colony. It is exceptionally rare that a Formicid will break away from the colony. Formicid society is a female dominated culture. Female Formicid's take up the roles of the elite, while the male Formicids, known as Formicid Drones, are their completely devoted workforce. Females are born with wings and have slightly more individuality, but are rarer than the males. Sometimes, a female will be born with an innate connection to the Formicid god T'an'ika Fese or "The All-Mother". T'an'ika Fese is depicted as an extremely large female ant with three abdomens, two pairs of wings and three sets of antennae. They will be taken in and raised in the presence of the queen and other Formicid Hive Sisters. After the queen, they are the highest ranking members of Formicid society.

They live in vast underground nests, with sprawling tunnels whose design has a strange logic. They have separate chambers to store resources, for armories, nurseries, and living quarters for the higher class. These creatures are aggressive, viciously attacking anything they deem a threat to their hive. But this does not mean that they are not reasonable. Under the right circumstances, a truce can be made between the hive and a neighboring town or people. The Formicids will keep all the loot they may take from ill-begotten travelers or ignorant adventurers as to give to the queen.

Formicid Drones. They are the lowest class in Formicid society, even though they make up a majority of a hive's population. On there own, a single Formicid drone is not much to fret about, but in large groups they can be extremely dangerous.

Formicid Taskmaster. A Formicid female gifted with the duty of overseeing the Formicid Drone workforce. A single Formicid Taskmaster will typically be given charge of about nine to ten Formicid Drones.

Formicid Warrior. Formicid warriors are responsible for the protection of the tribe, and form the backbone of its military. On their own, Formicid Warriors will be led by one of their number. They can form rudimentary tactical plans but do so in such a formulaic fashion as to be easy to predict and counter. Formicid Warriors are female Formicids trained in the art of combat since birth. At the end of their training, the Formicid along with other potential Formicid's will be given a task by the queen. Upon the completion of this task, they will undergo a ritual perfomed by the Formicid Hive Sisters in which their speed, strength and durability is greatly increased.

Formicid Hive Sister. A Formicid female taken in at birth and raised in the presence of T'an'ika Fese. They serve as the direct attendants to the queen and serve as the queen's representatives outside the hive.

Formicid Harbinger. A Formicid Female blessed by T'an'ika Fese for performing some great deed or task and was gifted with many magical abilities. They serve as second in command within the hive and will serve as the queen's adviser or general. Formicid Harbingers are among the few Formicids to have free will. They still obey the queen’s orders, but are able to think on their own. Harbingers are incredibly powerful combatants, possessed with spellcasting capabilities, including the ability to transform into a giant ant. As a result, they are not to be trifled with, as their cunning often surprises foes.

Formicid Queen. Queens are the center of the Formicid hive. The Formicid Queen is responsible for ruling over the colony and for all of the Formicid births. A Formicid would sacrifice anything for the service of their queen. The queen can barely, and thus relies on her workers to haul her about. However, a queen rarely moves, and normally remains in her chambers, from which she can use her magical abilities to defend herself. Queens often will use invisibility or greater invisibility to protect themselves from attack, and use confusion or slow to hinder her enemies. A queen who inhabits a taller chamber might know reverse gravity instead of prismatic spray, so as to give intruders a rude surprise. The queen is the nexus of the hive mind, and can communicate with the entire hive telepathically. As such, any queen under attack will summon dozens of soldiers and workers to defend herself in short order.

But Formicid Queens are not born naturally and need an outside female humanoid organism for the transformation process. When a queen dies, or the Formicid people believe that she is no longer fit to rule, they will seek out a replacement. They will send out a hunting party to find and capture a beautiful and fair female humanoid. Upon capture, they will begin to pamper the humanoid and feed her a gold honey-like substance known as Royal Jelly. This Jelly is created through a magical ritual conducted by the Formicid Hive Sisters. This will slowly transform the female humanoid into a Formicid Queen. The humanoids skin will harden into a strong red exoskeleton while suffering no hair loss, their lips will harden and turn in to mandibles and their vocal cords are distorted and mutated to produce a variety of clicking and hissing, their nose and ears will recede into the head, their eyes will turn completely black an grow in size, and two red antennae will grow from their head along with a series of small horn-like growths giving the appearance of a crown. The female humanoids arm will thin out and they will only have three digits on each hand. The anus will centralize to one one and will grow and bloat into an extremely large abdomen. The legs will contort and split into four separate appendages. At the end, the female humanoid will have finished their transformation into a Formicid Queen and will begin laying new Formicid eggs to expand the colony. Even though she if given all of the luxuries that the Formicids can provide and rule over the colony, she is never allowed to leave the colony and if she shows to much weakness, she will be quickly and efficiently replaced with a new queen.

A Formicid Queen's Lair[edit]

On initiative count 20 (losing initiative ties), the queen takes a lair action to cause one of the following effects. The same lair actions cannot be used two rounds in a row.

  • The Queen casts earth tremor (no components required) at 3rd level in a 50ft radius centered on itself (DC 15). All Formicid allies of the queen are immune to the damage caused by the spell and ignore the effects of difficult terrain caused by it. The after effects of the spell last until next initiative count 20 on the next round.
  • The Queen summons 1d4+2 swarms of ants each within an unoccupied space within 60ft of her. The ants go after the queen in initiative count and as as allies of the queen. The queen can't use this lair action again until all summoned ant swarms have perished or the queen dispels them using a bonus action.
  • Dust forms a cloud in a 20ft radius sphere centered on a point within 120ft of the queen. The sphere spreads around corners and the area is heavily obscured. All Formicid allies of the queen are unaffected by the cloud of dust. The effects last until initiative count 20 on the next round.


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