Formians
One of the monsters of the 3E I found interesting but barely got to use were the Formian. I guess since the Borg from Star Trek, I like Hive creatures.
My idea of the Formians for 4E is that they are continuosly expanding their territories. Different Hives sometimes fight each other, but they also often ally each other for a common goal. They are as orderly as ever.
For 4E, I introduce more variants of the typical Formian Warrior. I am assuming that a mix of arcane manipulation and selective feeding allows the same base creature to shape into very different creatures, ranging from a simple worker over an independently thinking Myrmach to a Formian Queen itself.
I'll start with the typical "battle army" monsters. (Time and allowed space forces me to limit my post a little bit)
Formian Drone Recruit Level 16 Minion
Small Immortal Magical Beast (Formian)
Initiative +16, Perception +12
HP: 1 (a miss never deals damage to a minion)
Defenses: AC 32, Fort 29, Ref 31, Will 29
Speed: 6 squares, Burrow 2 squares
Attacks & Powers
Basic Melee: Bite (Standard, At-Will)
+20 vs AC; 9 damage
Retreat (Immediate Reaction, Encounter)
Trigger: An enemy attack misses the Drone.
Effect: The drone shifts 4 squares.
Cure Wounds (Standard, Encounter)
To use this power, at least 3 Formian Drone Recruits or regular Drone Workers have to be adjacent to a bloodied ally. The ally can spend one healing surge.
Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.
Alignment: Unaligned
Skills: Endurance 20; Language: Supernal
Ability Scores: Str 15, Con21, Dex24; Int6, Wis21, Cha9
Formian Warrior Level 16 Soldier
Medium Immortal Magical Beast (Formian)
Initiative +17, Perception +12
HP 157; Bloodied 78
Defenses: AC 32, Fort 30, Ref 28, Will 28
Speed: 8 Squares, Burrow 2
Attacks & Powers
Basic Melee Claw (Standard, At-Will)
+23 vs AC; 2d8+7 damage and the target is marked until the Formians next turn.
Sting (Standard, Recharge 5 6)
+21 vs Fortitude; 3d10+7 poison; Ongoing poison 5 (save ends). If the first save fails, the target is also dazed (save ends both).
Zeal (Standard, Recharge 6 or when bloodied)
The Formian Warrior may make a Claw and a Sting attack.
Combat Superiority
Formian Warriors gain a +5 bonus to opportunity attacks.
Hive Defense (Immediate Interrupt, Encounter)
Trigger: An enemy attacks an ally adjacent to this Formian. The attack is resolved against this Formian Warrior.
Hive Coordination
For each Formian adjacent to the target, the Formian gains a +1 bonsu to his melee attack roll.
Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.
Alignment: Unaligned
Skills: Athletics +20, Endurance +18, Stealth +18; Languages: Supernal
Ability Scores: Str24, Con21, Dex21, Int16, Wis21, Cha10
Formian Scout Level 14 Lurker
Medium Immortal Magical Beast (Formian)
Initiative +16; Perception: +17
HP: 118; Bloodied: 59
Defenses: AC 29, Fort 26, Ref 27, Will 26
Speed: 8 squares, burrow 4 squares
Attacks & Powers:
Basic Melee: Claw (Standard, At-Will)
+19 vs AC; 2d8+6 damage
Melee: Poison Sting (Standard, At-Will)
+19 vs AC; 2d8+6 damage and Followup: +17 vs Fortitude: Ongoing Poison 5 (save ends). If the first save fails, the target is dazed in addition (save ends both).
Melee: Erupt from Earth (Standard, Recharge 5 6)
The Formian scout must b burrowed to use this ability. Before the attack, he may shift at his burrow speed.
+19 vs AC; 3d6+6 damage, and the target is knocked prone.
Burrow Escape (Immediate Reaction, Encounter)
Trigger: An attack bloodies the Formian Scout.
The Formian Scout shifts at this burrow speed into the ground.
Hive Coordination
For each Formian adjacent to the target, the Formian gains a +1 bonsu to his melee attack roll.
Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.
Alignment: Unaligned
Skills: Athleics +15, Acrobatics +17, Perception +17, Stealth +17
Ability Scores: Str17, Con20, Dex21, Int14, Wis20, Cha11
Formian Poison Hurler Level 14 Artillery
Large Immortal Magical Beast (Formian)
Initiative +16, Perception +17
HP: 118; Bloodied 59
Defenses: Ac 27, Fort 26, Ref 27
Speed: 6 squares, Burrow 2
Basic Melee: Claws (Standard, At-Will)
+21 vs AC; 1d10+6 damage
Basic Ranged Sting Hurl (Standard, At-Will)
Ranged 20/10: +19 vs Reflex; 1d10+6 acid and ongoing acid 5 (save ends)
Hurl Poison (Standard, Recharge 5 6)
Ranged 10: +19 vs Reflex; 2d6+6 acid and poison; Follow-Up: +19 vs Fortitude: Ongoing Poison 10. If the first save fails, the target is also dazed (save ends both).
Spray Corrosive (Standard, Encounter)
Close Blast 3: +19 vs Reflex: 3d10+6 damage and ongoing acid 5 (save ends). Miss: Half damage and no ongoing damage.
Hive Coordination
For each Formian adjacent to a target, the Formian gains a +1 bonus to his melee attack roll.
Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.
Alignment: Unaligned
Skills: Perception +17, Stealth +17; Languages: Supernal
Ability Scores: Str17, Con20, Dex21, Int14, Wis20, Cha11
Formian Battlewing Level 14 Skirmisher
Medium Immortal Magical Beast (Formian)
The Formian Battlewing is a rare Formian variant. Not all Hive Queens have the ability to spin off Battlewings, as they are a recent result of the Formian experimentations.
His greatest weakness is his frail body, more importantly his frail wings.
Initiative +17; Perception +17
HP: 140; Bloodied 70 (see Fragile Wings)
Defenses: AC 29, Fort 26, Ref 27, Will 26
Speed: 8 squares, Fly 8 squares (Hover)
Attacks & Powers:
Basic Melee Claw (Standard, At-Wil)
+19 vs AC; 2d8+6 damage
Dive Attack (Standard, At-Will)
While flying, the Formian may make a charge attack and move half his flight speed after the attack is completed.
Sudden Retreat (Immediate Reaction, Encounter)
If an enemy misses the Formian, he can immediately shift 4 squares.
Fragile Wings
A Formian Battlewing that is bloodied loses its fly speed and if still midair crashes.
Hive Coordination
For each Formian adjacent to a target, the Formian gains a +1 bonus to his melee attack roll.
Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.
Alignment: Unaligned
Skills: Endurance +13, Perception +17, Stealth +18; Languages: Supernal
Ability Scores: Str20, Con12, Int14, Wis20, Cha11
Next to Come: The Formian Myrmach, Taskmaster, Warmaster, the Queen and the regular (non-Minion lower level) Drone.