Formian Taskmaster

This centaurlike creature is equipped with an ant’s mandibles and antennae.

Formian Taskmaster CR 7

XP 3,200
LN Medium monstrous humanoid
Init +2 (+6 with hive mind); Senses blindsight 30 ft., darkvision 60 ft., hive mind; Perception +16 (+20 with hive mind)

DEFENSE

AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
hp 85 (10d10+30)
Fort +6, Ref +9, Will +10 Resist sonic 10

OFFENSE

Speed 40 ft.
Melee sting +13 (1d4+3 plus poison), 2 claws +13 (1d4+3)
Ranged dart +12/+7 (1d4+3)
Special Attacks poison
Spell-Like Abilities (CL 10th; concentration +14

3/daydetect thoughts (DC 16), sending (to the hive queen only)

Bard Spells Known (caster level 7th; concentration +11)

3rd (2)confusion (DC 18), good hope
2nd (4)heroism, invisibility, sound burst (DC 16), suggestion (DC 17)
1st (5)charm person (DC 16), comprehend languages, cure light wounds, hideous laughter (DC 16), silent image (DC 15)
0 (at will)dancing lights, daze (DC 15), detect magic, mending, message, prestidigitation

STATISTICS

Str 17, Dex 14, Con 16, Int 13, Wis 16, Cha 19
Base Atk +10; CMB +13; CMD 26 (30 vs. trip)
Feats Combat Casting, Point-Blank Shot, Quick Draw, Rapid Shot, Spell Focus (enchantment)
Skills Appraise +6, Bluff +9, Climb +11, Craft (armor) +9, Diplomacy +14, Perception +16 (+20 with hive mind), Sense Motive +8, Spellcraft +6
Languages Common; telepathy 120 ft.
SQ formian traits, mental motivator (20 rounds/day)

SPECIAL ABILITIES

Mental Motivator (Su)

A formian taskmaster can inspire competence or inspire courage as a 7th-level bard (typically 20 rounds/day). The taskmaster’s performance is purely mental and only affects formians from its own hive within telepathic range.

Poison (Ex)

Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Dexterity; cure 2 consecutive saves.

Spells

A formian taskmaster casts spells as a 7th-level bard. It favors enchantment and illusion spells.

ECOLOGY

Environment warm or temperate land or underground
Organization solitary, work crew (1 plus 6–12 workers), band (1 plus 3–15 workers and 5–8 warriors), embassy (2–6)
Treasure standard (10 darts, other treasure)

Formian taskmasters are merchants, traders, diplomats, and spies, and particularly talented taskmasters may even advise the queen. Taskmasters can often be found outside the hive engaging in commerce or routine diplomatic missions. While traveling, a taskmaster is usually accompanied by 3–5 workers and at least 5 warriors.

When dealing with other creatures, formians recognize that their telepathy can be off-putting and use normal speech, although their mandibles are not well suited for the task and their voices are often hoarse and difficult to understand.

Like myrmarchs, taskmasters are highly competitive and take great pride in their successes. Notable accomplishments are carved into their carapaces and highlighted with the use of bright inks, precious metals, or gems. Formian society is largely free of the crime that is common in other humanoid societies, but formians do have occasional duels within a caste. Two taskmasters might have a duel over promotions, a trade route, or an insult. These duels are rarely lethal for fear of weakening the hive, and taskmasters who are too aggressive attract the wrong kind of attention from the myrmarchs. Dueling victories are often recorded on taskmasters’ carapaces alongside their other major accomplishments.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

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