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Formian Taskmaster

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; this one is the size of a pony, with distinctive markings.

Formian Taskmaster CR6

XP 2,400
LN Medium outsider (extraplanar, lawful)
Init +3; Senses darkvision 60 ft., hive mind 50 mi.; Perception +14


AC 20, touch 14, flat-footed – (+3 Dex, +1 dodge, +6 natural)
hp 57 (6d10+24)
Fort +6, Ref +8, Will +8
Immune cold, poison, petrification; Resist electricity 10, fire 10, sonic 10


Speed 40 ft.
Melee sting +10 (2d4+4 plus poison), 2 claws +10 (1d6+4)
Special Attacks dominate monster


Str 18, Dex 16, Con 18, Int 10, Wis 16, Cha 19
Base Atk +6; CMB +10; CMD 24 (28 vs. trip)
Feats Alertness, Dodge, Persuasive
Skills Climb +13, Diplomacy +15, Intimidate +15, Sense Motive +14, Stealth +12, Perception +14
Languages Formian; telepathy 100 ft.


Dominate Monster (Su)

A taskmaster formian can dominate the minds of up to four creatures at one time. This acts as the dominate monster spell (DC 17). If the target saves against this ability they are immune to the taskmaster’s power for 24 hours. This power can only affect creatures with a challenge rating of 2 levels less than the taskmaster formian. The save DC is Charisma-based.

Poison (Ex)

Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save. The save DC is Constitution-based.


Characters with ranks in Knowledge (planes) can learn more about a Formian Worker. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (planes)

DC Result
11 Taskmasters are specialized warriors within the formian hive. Creatures of worth captured by warriors are often enslaved by the taskmasters.
16 Though a taskmaster will be in the presence of dominated creatures, a dead taskmaster cannot control a dominated creature.