Formian Taskmaster
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.
- HP
- 85 (10d10+30)
- AC
- 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
- Speed
- 40 ft.
- Init
- +2 (+6 with hive mind)
- Melee
- sting +13 (1d4+3 plus poison), 2 claws +13 (1d4+3)
- Ranged
- dart +12/+7 (1d4+3)
- BAB
- +10
- CMB
- +13
- CMD
- 26 (30 vs. trip)
- Fort
- +6
- Ref
- +9
- Will
- +10
poison
formian traits, mental motivator (20 rounds/day)
Combat Casting, Point-Blank Shot, Quick Draw, Rapid Shot, Spell Focus (enchantment)
Appraise +6, Bluff +9, Climb +11, Craft (armor) +9, Diplomacy +14, Perception +16 (+20 with hive mind), Sense Motive +8, Spellcraft +6
3/day-detect thoughts (DC 16), sending (to the hive queen only)
3rd (2/day)-confusion (DC 18), good hope
2nd (4/day)-heroism, invisibility, sound burst (DC 16), suggestion (DC 17)
1st (5/day)-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
- Type
- Monstrous Humanoid
- Alignment
- LN
- Size
- Medium
- Environment
- warm or temperate land or underground
- Senses
- blindsight 30 ft., darkvision 60 ft., hive mind; Perception +16 (+20 with hive mind)
- Languages
- Common; telepathy 120 ft.
- Source
- Bestiary 4
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