Formian Queen

  Large Outsider (Lawful, Extraplanar)
Hit Dice: 20d8+100 (190 hp)
Initiative: –5
Speed: 0 ft.
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +20/+24
Attack:
Full Attack:
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Fast healing 2, hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 30, telepathy
Saves: Fort +19, Ref —, Will +19
Abilities: Str —, Dex —, Con 20, Int 20, Wis 20, Cha 21
Skills: Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls)
Feats: Alertness, Eschew MaterialsB, Great Fortitude, Improved Counterspell, Iron Will, item creation feat (any one), Maximize Spell, Spell Focus (enchantment)
Environment: A lawful-aligned plane
Organization: Hive (1 plus 100–400 workers, 11–40 warriors, 4–7 taskmasters with 1 dominated creature each, and 5–8 myrmarchs)
Challenge Rating: 17
Treasure: Double standard
Alignment: Always lawful neutral
Advancement: 21–30 HD (Huge); 31–40 HD (Gargantuan)
Level Adjustment:

The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.

She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.

The queen speaks Formian and Common, although she can communicate with any creature telepathically.

Combat

The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers.

Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.

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

Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0—acid splash, arcane mark, daze, detect magic, light, mage hand, read magic, resistance, touch of fatigue; 1st—comprehend languages, identify, mage armor, magic missile, shield; 2nd— hypnotic pattern, invisibility, protection from arrows, resist energy, scorching ray; 3rd—dispel magic, heroism, nondetection, slow; 4th— confusion, detect scrying, black tentacles, scrying; 5th—cone of cold, dismissal, teleport, wall of force; 6th—analyze dweomer, geas/quest, repulsion; 7th—summon monster VII, vision, waves of exhaustion; 8th—prismatic wall, temporal stasis.

Spell-Like Abilities: At will—calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance, detect chaos, detect thoughts, dictum (DC 22), divination, hold monster (DC 20), magic circle against chaos, order’s wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based.

Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.