This shabby-cloaked figure is surrounded by hundreds of bees.
Bee-Man CR 9
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 110 (13d8+52); fast healing 10
Fort +8, Ref +10, Will +10
Defensive Abilities amorphous; DR 15/—; Immune disease, poison, paralysis, sleep, stunning
Constant—speak with vermin (operates as speak with plants, but for vermin)
At will—alter self (male human only), augury, divination
3/day—glibness, lesser geas (DC 17), summon (level 4, 1 wasp swarm or 1d4+1 giant bees 100%)
1/day—commune with nature, contact other plane, reincarnate
Str 10, Dex 23, Con 18, Int 13, Wis 15, Cha 17
Base Atk +9; CMB +9; CMD 26
Feats Ability Focus (poison), Acrobatic, Dodge, Mobility, Spring Attack, Step Up, Wind Stance
Skills Acrobatics +23, Fly +27, Intimidate +19, Perception +18, Stealth +22, Survival +11
Languages Common, Druidic
SQ apian emissaries, swarmlike, taboo name
The Bee-Man can use bees to duplicate the effect of prying eyes or whispering wind at will (caster level 13th). A successful DC 15 Perception check identifies the presence of the bees that act as the sensors for these spells, but a DC 20 Knowledge (nature) check is required to realize they are behaving under outside influence.
The Bee-Man exists as a hive mind controlling a body of swarming bees. He is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells). This immunity doesn’t apply to spells and effects generated by the Bee-Man himself, nor to mind-affecting effects that target single creatures. The Bee-Man takes half again as much damage (+50%) from damaging area effects. He is also susceptible to high winds and is treated as a Diminutive creature for the purposes of determining wind effects.
The Bee-Man can be targeted by spells as if he were a creature of the vermin type.
Whenever the Bee-Man’s real name is spoken within 13 miles, he hears it as if using clairaudience/clairvoyance. He also learns the speaker’s direction and distance.
Environment temperate forest
This forest oracle was obsessed with bees, reading the future in the patterns of their flight. Driven mad by a desire to internalize the bees’ powers of divination, he became one with his beloved bees in some honeyed rite. Now a living swarm in the rough semblance of a man, Vernon still roams the forests, and some still seek out the ex-druid’s wisdom by calling his name (Knowledge [local] DC 20 to know). He often appears when he is called, though he seldom grants favors without exacting a terrible price.
Pathfinder Campaign Setting: Andoran, Birthplace of Freedom © 2015, Paizo Inc.; Authors: Tim Hitchcock and Jason Nelson.