New Creatures for use in TFT

Formyx

The formyx are a race of hive-dwelling insectile humanoids, greatly resembling upright ants. They are most commonly seem in lush tropical rainforests, but their colonies have been spotted in a variety of temperate environments. Formyx typically use their four rear legs for movement and stability, reserving the front two for manipulating objects and simple tools. A typical Toiler stands four feet tall, with the Martials slightly taller and bulkier. The winged Lancers and Harridans stand roughly six feet, and the massive Dories are easily 12 feet at the shoulder. Their color can very from light tan to deep red and occasionally black, depending on their environment.

Formyx Toilers and Martials have little intelligence and must be guided for the good of the colony. Most groups encountered will have at least one Driver in their number. A Driver can command one lesser formyx for each point of IQ it has within 6 megahexes. This command is absolute, and even if an order is dangerous or suicidal the Driver need only succeed at a 2/IQ test to demand it. If left without a Driver, a lesser formyx will gather what food is available (including fallen comrades) and return to the colony.

Lesser formyx fight with claws and mandibles, while Drivers and Lancers use primitive spears as well. Winged formyx have stingers they can use when striking from above. These creatures secrete a kind of venom that makes these wounds extremely painful. Figures taking hits must succeed at 3/ST save or –2DX from the pain of each wound. This effect is cumulative.

Unlike most ants, formyx colonies do not have queens. Rather, they have a number of fertile females called Harridans that vie for dominance over the colony. There are rarely more than a half-dozen of these crafty, winged females in one place, and when one is forced out they will take an escort of Lancers and set out to found a new colony.

The huge, load-carrying Dories are not formyx at all, but a type of subterranean beetle that has been bred into a kind symbiotic relationship with the colony. They are normally docile, but can be commanded to attack (and even ridden) by Drivers or Harridans. They do double damage with a charge, but must defend on the following round. They can also sweep all their front hexes with their massive horn, taking -2DX for each attack beyond the first.

The motivations of the formyx are alien to other races, and most mind-affecting magic and illusions do not work on them. Even their form of communications is undecipherable, although some have had luck creating a simple sign language with them. They only seem interested in food and expanding their colonies. Those that invade their territory, or live in area claimed by a new colony, learn quickly how aggressive they can be.

Toiler
ST10 / DX8 / IQ6 / MA10 / AD1 /  D1d‒2 (3/ST or -2DX per hit)
These are the workhorses of the formyx colony. While small in stature, they can carry 3 times their ST in Encumbrance.

Martial
ST12 / DX12 /  IQ6 /  MA8 / AD2 /  D1d+1 plus Poison (3/ST or -2DX per hit)

Often found accompanying Toilers on gathering missions, the Martials are slightly taller, bulkier and have a heavier carapace. They, too, can carry 3xST in Encumbrance.

Driver
ST6 / DX10 / IQ12 / MA10 /  AD1 / D1d‒3 plus Poison (3/ST or -2DX per hit) or javelin (1d-1)

Drivers are the leaders of small traveling groups, and speak for the colony’s goals. They are smaller even than the toilers, but their oversized heads differentiate them. Drivers are known to use Dories as mounts and pack-bearers.

Dory (3 hex)
ST24 / DX10 / IQ3 / MA8 / AD3 / D2d+2
Dories are monstrous beetles used as transport as well as in combat. They have long, horny projections on their heads and can charge for 2x damage. They have the ability to charge.

Lancer
ST12 / DX14 / IQ8 / MA8 or 16 Flight / AD1 /  D1d or sting (1d+2) plus Poison (3/ST or -2DX per hit)
Lancers are winged formyx that accompany harridans when forming colonies. They have a curved stinger in their hind quarters that they can use to dive down and impale enemies as a flying charge for 2x damage. A Lancer is capable of limited independent action, but will always succumb to the Harridan’s commands. An airborne Lancer can make a stinger attack at any point in its movement, and continue to it maximum MA.

Harridan
ST12 / DX14 / IQ14 / MA: 8 or 16 Flight / AD1 / D1d or sting (1d+2) plus Poison (3/ST or -2DX per hit)
Harridans are the female leaders of former colonies, and constantly work to attain dominance over the others. In addition to its painfulness, a Harridan’s sting will drive all lesser formyx nearby into a berserker rage centered on the victim. Harridans can make fly-by attacks in the same manner as a Lancer.

 

Timberland Gargoyles
ST12 / DX12 / IQ8 / MA8 or 16 / AD 2
These lighter cousins of mountain gargoyles make their lairs in the tops of tall trees. They have adapted to blend into this environment and it takes 4/IQ to spot a hidden gargoyle in forest canopy. The inner surface of their wings is mottled dark green, and they grow branching antlers as they age.Their grey-brown hides are not tough as their kin, and only stop 2 hits, and their claws do 2d-2 damage. They are more dextrous than the mountain varieties and are known to use tools, snares, and other tricks when hunting. In fact, their highly-flexible tails can hold and utilize tools or even daggers (-4DX to hit rear hexes).

They share the gargoyle’s love of gems and shiny objects, and have been known to accept short-term work with other races. However, their competition for territory and resources often puts them at odds with elves, who they look at as weak and untrustworthy.

Subterranean Giant Spider (2-3 hex)
ST20-25 / DX12 / IQ2 / MA12 or 6 climb / AD1 / D1d+Poison
These massive matte black spiders are nearly invisible in their underground homes, and normally lie in wait in shallow dens for prey to come by. They often leave strands of thick web (as the spell with 3/DX save to avoid) to encumber those that stumble into their trap. Their mandibles are more powerful than the typical giant spider, but their venom is not. A successful bite requires a 3/ST test or it does 1d ST and causes -2adjDX from pain for the next 15 minutes. These penalties can accumulate. Spiders can climb surfaces (or their web strands) at half their MA. They can ridden as mounts with a spider-specific Horseman Talent and be broken and trained be trained by an Expert.