Formicid (5e Creature)

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

Formicid Drone[edit]

small monstrosity, lawful neutral


Armor Class 15 (natural armor)
Hit Points 9 (2d6+2)
Speed 30ft, burow 20ft


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 8 (-1) 12 (+1) 6 (-2)

Senses darkvision 60ft, tremorsense 60ft, passive Perception 11
Languages Common, Formicid
Challenge 1/4 (50 XP)


Repair. Formicid Drones are proficient with tinkers tools and can compete repairs under DC 13 without any material components.

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 and it can communicate simple ideas, emotions, and images telepathically with Formicids within 30 feet of it. However, it have disadvantage on saving throws against being charmed if a Formicid within 30 feet of it is charmed.

ACTIONS

Pickaxe. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 1) piercing damage or 6 (1d8 + 1) piercing damage if used with two hands.

Sling Ranged Weapon Attack: +5 to hit, range 80/120., one target. Hit: 6 (1d4 + 3) bludgeoning damage



Giant Ant[edit]

medium beast, unaligned


Armor Class 11 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30ft., Burrow 20ft


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 3 (-4) 10 (+0) 4 (-3)

Senses darkvision 60ft, tremorsense 30ft, passive Perception 10
Languages none
Challenge 1/2 (50 XP)


Keen Smell. The Giant Ant had advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The Giant Ant makes one bite and one sting attack

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and if the target is Large or smaller it is grappled (escape DC 12). While grappling, the Giant Ant's speed is not reduced while moving the grappled target.



Giant Ant Soldier[edit]

large beast, unaligned


Armor Class 13 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30ft., Burrow 20ft


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (-4) 12 (+1) 4 (-3)

Saving Throws Wis +3
Skills Athletics + 5, Perception +3
Senses darkvision 60ft, tremorsense 60ft, passive Perception 13
Languages none
Challenge 2 (450 XP)


Keen Smell. The Giant Ant had advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack. The Giant Ant makes one bite and one sting attack

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and if the target is Huge or smaller it is grappled (escape DC 14). While grappling, the Giant Ant's speed is not reduced while moving the grappled target.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.



Swarm of Ants[edit]

medium swarm of swarm of tiny beasts beasts, unaligned


Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 20 ft., burrow 5 ft., climb 20 ft.


STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Saving Throws Wis +5
Skills Athletics + 6, Perception +5
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses darkvision 60ft, blindsight 10ft.,tremorsense 30ft., passive Perception 8
Languages none
Challenge 1/2 (100 XP)


Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Bites (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) piercing damage.



Formicid Elite Warrior[edit]

small monstrosity, lawful neutral


Armor Class 18 (natural armor., Shield)
Hit Points 66 (12d6+24)
Speed 30ft., Fly 20ft


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 11 (+0) 14 (+2) 11 (+0)

Saving Throws Wis +5
Skills Athletics + 6, Perception +5
Senses darkvision 60ft, tremorsense 30ft, passive Perception 15
Languages Common, Formicid
Challenge 4 (1100 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 and it can communicate simple ideas, emotions, and images telepathically with Formicids within 30 feet of it. However, it have disadvantage on saving throws against being charmed if a Formicid within 30 feet of it is charmed.

ACTIONS

Multiattack. The Formicid makes two melee attacks

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit: 6 (1d6 + 3) piercing damage

Mesmerizing Clicks (Recharge 5-6).' The Formicid makes a clicking noise to which other Formicids are immune. Each humanoid or beast that is within 15 feet of the Formicid and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the Formicid’s next turn.

REACTIONS

Parry. The Formicid adds 3 to its AC against one melee attack that would hit it. To do so, the Formicid must see the attacker and be wielding a melee weapon.


Formicid Taskmaster[edit]

small monstrosity, lawful neutral


Armor Class 17 (natural armor)
Hit Points 33 (6d6+12)
Speed 30ft., Fly 20ft


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Wis +3, Chr +3
Skills Intimidation + 3, Perception +3
Senses darkvision 60ft, tremorsense 30ft, passive Perception 13
Languages Common, Formicid
Challenge 2 (450 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 and it can communicate simple ideas, emotions, and images telepathically with Formicids within 30 feet of it. However, it have disadvantage on saving throws against being charmed if a Formicid within 30 feet of it is charmed.

ACTIONS

Multiattack. The Formicid makes two whip attacks

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Command (Recharge 5-6).' The Taskmaster chooses one Formicid it can communicate with. That Formicid can immediately use its reaction to make one weapon attack.



Formicid Hive Sister[edit]

small monstrosity, lawful neutral


Armor Class 16 (natural armor)
Hit Points 127 (23d6+46)
Speed 30ft., fly 20ft


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 14 (+2) 18 (+4) 15 (+2)

Saving Throws Str +5, Con +4, Wis +7
Skills Insight 7, Nature +5, Perception +7, Religeon +5
Senses darkvision 60ft, tremorsense 30ft, passive Perception 17
Languages Common, Formicid
Challenge 8 (3900 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 and it can communicate simple ideas, emotions, and images telepathically with Formicids within 30 feet of it. However, it have disadvantage on saving throws against being charmed if a Formicid within 30 feet of it is charmed.

Innate Spellcasting. The Formicid’s innate spellcasting ability is Wisdom. It can innately cast mage armor (self only) at will, requiring no material components.

Spellcasting. The Formicid is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Formicid has the following cleric spells prepared:

Cantrips (at will): guidance, spare the dying, sacred flame, resistance, light

1st level (4 slots): cure wounds, sanctuary, shield of faith

2nd level (3 slots): hold person, spiritual weapon

3rd level (3 slots): glyph of warding, spirit guardians, meld into stone

4th level (3 slots): guardian of faith, stone shape, divination

5th level (2 slots): mass cured wounds, Scrying, insect plague

ACTIONS

Multiattack. The Formicid makes two melee weapon attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) poison damage

Heart of T'an'ika Fese (1/day). The Hive Sister calls "The All-Mather's" blessing down unto a Formicid within 30ft of her. The now blessed Formicid gains advantage on all attack rolls and adds and extra 1d8 to all damage rolls. This effect remains for 1d4 minutes, until it or its Hive Sister dies, or until the Hive Sister dismisses it as an action.



Formicid Harbinger[edit]

Small monstrosity, lawful neutral


Armor Class 17 (natural armor)
Hit Points 154 (28d6 + 56)
Speed 30 ft., fly 20 ft.


STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 17 (+3) 20 (+5) 18 (+4)

Saving Throws Str +6, Con +6, Wis +9, Cha +8
Skills Animal Handling +9, Insight 9, Nature +7, Perception +9, Religion +7
Damage Resistances poison
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 19
Languages Common, Formicid, Can speak with Ants
Challenge 12 (8,400 XP)


Change Shape (Recharges after a Short or Long Rest). The Formicid can use a bonus action to magically polymorph into a giant ant, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant ant form. Any equipment it is wearing or carrying in humanoid form melds into the giant ant form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.

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 and it can communicate simple ideas, emotions, and images telepathically with formicids within 30 feet of it.

Innate Spellcasting. The formicid’s innate spellcasting ability is Wisdom. It can innately cast mage armor (self only) at will, requiring no material components.

Spellcasting. The formicid is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The formicid has the following cleric spells prepared:

Cantrips (at will): guidance, spare the dying, sacred flame, resistance, light
1st level (4 slots): cure wounds, sanctuary, shield of faith
2nd level (3 slots): hold person, spiritual weapon
3rd level (3 slots): glyph of warding, spirit guardians, meld into stone
4th level (3 slots): guardian of faith, stone shape, divination
5th level (2 slots): mass cured wounds, Scrying, insect plague 6th level (1 slots): forbiddance 7th level (1 slots): fire storm

ACTIONS

Multiattack. The formicid makes two melee attacks. The first of these attacks that hits each round deals an extra 26 (4d12) fire damage to the target.

Scepter (Formicid Form Only. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (6d6) fire damage

Summon Ant Swarm (3/day). The Formicid summons 1d4 swarms of ants in squares within 60ft under the Formicid's control. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Bite (Giant Ant Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage and if the target is Huge or smaller it is grappled (escape DC 16). While grappling, the Giant Ant's speed is not reduced while moving the grappled target.

Sting (Giant Ant Form Only. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage plus 20 (4d10) poison damage.



Formicid Queen[edit]

Large monstrosity, lawful neutral


Armor Class 20 (natural armor)
Hit Points 273 (26d10 + 130)
Speed 5ft


STR DEX CON INT WIS CHA
14 (+2) 2 (-4) 21 (+5) 20 (+5) 20 (+5) 22 (+6)

Saving Throws Con + 11, Wis +11, Char +13
Condition Immunities Charmed
Senses darkvision 120ft, tremorsense 120ft, passive Perception 21
Languages Common, Formicid, Telepathy with all Formicid's within 50 miles
Challenge 15 (13,000 XP)


Hive Mind. The Formicid Queen has advantage on an attack roll against a creature if at least one of the Formicid Queen's allies is within 5 feet of the creature and the ally isn't incapacitated.

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): acid splash, fire bolt, mage hand, mending, prestidigitation , ray of frost

1st level (4 slots): charm person, chaos bolt, shield

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

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

4th level (3 slots): banishment, stoneskin

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

6th level (1 slot): mass suggestion

7th level (1 slot): Prismatic Spray

8th level (1 slot): dominate monster

ACTIONS

Multiattack. The Formicid makes three Crystal Staff attacks.

Crysatl Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) blugeoning damage if used with two hands, plus 18 (4d8) psychic damage. The target’s hit point maximum is reduced by an amount equal to the psychic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0 and rises under the Formicid Queen's control.

LEGENDARY ACTIONS

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.

Call Upon the Earth (Costs 3 Actions). The Queen chooses a point within 60ft of where she can see. Every creature in a 10ft radius must make a DC 13 Dexterity (Acrobatics) saving throw or take 12 (2d12) bludgeoning damage and fall prone. On a success, the target takes half damage and doesn't fall prone. Until the Formicid's next turn, that area becomes difficult terrain.



1296000009689.jpg
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 have a durable red exoskeleton and are about the size of an average halfling. They are also exceptionally strong compared to their size. The Formicids live in a sort of hive mind, where every Formicid is driven to serve the Queen and expand the colony and 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 are not an instinctively violent people, but they will do anything to protect the queen and their young. They will send out hunting parties to recover resources food and resources for the colony and they are not above capturing small groups of humanoids for food. If another creature enters the colony, they will become extremely aggressive and do whatever it takes to either kill, capture, or expel the entity. Their colony is made up of a vast series of self-dug tunnels and caverns and in some ways is very similar to a large village or city. They have separate chambers to store resources, for armories, nurseries, and living quarters for the higher class.

Formicid Drones. They are the lowest class in Formicid society and are the main work force for the colony.

Formicid Taskmaster. A Formicid female gifted with the duty of overseeing the Formicid Drone workforce.

Formicid Elite Warrior. A Formicid female that has been raised in the art of combat and lives to protect the queen and serve in her army.

Formicid Hive Sister. A Formicid female taken in at birth and riased in the presence of T'an'ika Fese.

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.

Giant Ant. Large Ants tamed by the Formicids which act as scouts, messengers, and beasts of burden.

Giant Ant Soldier. Extremly large ants used as warbeasts and mounts for the Formicid soldiers.

Swarm of Ants. A large swarm of millions of tiny crawling ants.

Formicid Queen. The absolute monarch of the Formicid colony of which the Formicids will do anything to protect.

A Prisoner Queen. 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. 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. }}


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