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Formian MageslayerCreature 16


RareLNMediumFormianMutant
Source Pathfinder #173: Doorway to the Red Star
Perception +31 (darkvision, scent (imprecise) 30 feet, tremorsense 60 feet)
Languages Akitonian, Formian, Telepathy 120 Feet
Skills Acrobatics +28, Arcana +32, Nature +30, Occultism +32, Religion +30, Stealth +28, Survival +28
Str +5, Dex +8, Con +5, Int +9, Wis +7, Cha +5

AC 38; Fort +25; Reflex +28; Will +30;
HP 240
Speed 30 feet (fly 30 feet)
Immunities sleep
Resistances Sonic 15

Claw One Action +32 (+28, +24) to hit (agile, finesse) 3d10+13 Slashing
Acid Spit One Action +32 (+27, +22) to hit (range 60) 3d6+8 Acid

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 120 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Hive Mind (divination, primal)

Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian from the same hive mind, a formian worker gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one formian is aware of a combatant, all members of the hive mind within range are aware of it.

Disrupting Aura (abjuration, aura, primal)

30 feet Aura


Formian mageslayers are surrounded by an aura of disruptive energy that disperses magical energy and makes spellcasting difficult for their enemies.

Whenever an enemy creature within the aura attempts to Cast a Spell or Activate a magic item, they must roll a DC 5 flat; on a failed check, the spell or activation is lost and the action is wasted. Free action activations disrupted by this aura can't be attempted again until the start of the activating creature's next turn.

Shred Spell Reaction (abjuration, primal)

Trigger A creature within the formian mageslayer's disrupting aura that the formian mageslayer can see succeeds at a DC 5 flat to Cast the Spell in the aura


Effect The mageslayer attempts to unravel the spell's magic and attempts to counteract the spell. They use their Arcana modifier as their counteract modifier with a counteract level of 8.

If the formian mageslayer succeeds, they counter the spell and use the dispersed energy to gain a number of temporary Hit Points equal to twice the spell's level for 1 minute. If the formian mageslayer critically fails this counteract check, their disrupting aura deactivates for 1 minute.

Spell Resistance

A formian mageslayer takes 15 fewer damage from any arcane or primal spell that causes damage, and 10 less damage from any divine or occult spell that causes damage.

Stupefying Touch (abjuration, curse, primal)

A creature damaged by a mageslayer's claw Strike must succeed at a DC 37 will save. The creature becomes Stupefied 2 for 1 round on a failure. On a critical failure, the creature is stupefied 2 for 1 hour.


Grim, twisted formians forced into existence through the machinations of the King of Biting Ants, formian mageslayers are created for the express purpose of neutralizing and destroying enemy spellcasters. Wired to never sleep, mageslayers are tortured hunters and guardians whose only relief is found in tearing apart the magic and flesh of spellcasters who oppose the King of Biting Ants. Formian mageslayers have wings resembling those of dragonflies and longer, sleeker bodies than most formians.


Formians resemble unusually large ants with an insectile humanoid's upper torso. More powerful or influential formians are physically larger; common formian workers are roughly the height of a gnome, while the largest formians, such as taskmasters and queens, rival a giant in size.

Formian society is a strict matriarchy. Though each hive's queen is theoretically independent and her rule absolute, allegiances are common, and less powerful hives often (grudgingly) defer to more powerful matriarchs.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.