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Pathfinder

Compendium

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Formian Taskmaster

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

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.

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.

Attributes

AC
20, Touch 12, Flat-footed 18 (+2 Dex, +8 Natural)
Alignment
Ln
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
Base Atk
+10
CMB
+13
CMD
26 (30 Vs. Trip)
CR
CR 7
Cha
19
Con
16
Creature Type
Monstrous Humanoid
Dex
14
Environment
Warm Or Temperate Land Or Underground
Feats
Combat Casting, Point-blank Shot, Quick Draw, Rapid Shot, Spell Focus (Enchantment)
Fort
+6
HP
85 (10d10+30)
Init
Ln Medium Monstrous Humanoid +2 (+6 With Hive Mind)
Int
13
Languages
Common; Telepathy 120 Ft.
Melee
Sting +13 (1d4+3 Plus Poison), 2 Claws +13 (1d4+3)
Organization
Solitary, Work Crew (1 Plus 6-12 Workers), Band (1 Plus 3-15 Workers And 5-8 Warriors), Embassy (2-6)
Ranged
Dart +12/+7 (1d4+3)
Ref
+9
Resist
Sonic 10
SQ
Formian Traits, Mental Motivator (20 Rounds/day)
Senses
Blindsight 30 Ft., Darkvision 60 Ft., Hive Mind; Perception +16 (+20 With Hive Mind)
Size
Medium
Skills
Appraise +6, Bluff +9, Climb +11, Craft (Armor) +9, Diplomacy +14, Perception +16 (+20 With Hive Mind), Sense Motive +8, Spellcraft +6
Special Attacks
Poison
Speed
40 Ft.
Spell-Like Abilities
(Cl 10th; Concentration +14) 3/day— Detect Thoughts (Dc 16), Sending (To The Hive Queen Only)
Str
17
Treasure
Standard (10 Darts, Other Treasure)
Will
+10
Wis
16
XP
3,200
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