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The Bee-Man Of Bellis

According to legend, the forest hermit Vernon Vestha was once little more than a simple beekeeper, tending to his hives somewhere among the forests and townships of northeastern Andoran. Precisely how he started down the sinister path that made him what he is today remains unknown, but it is generally understood that Vernon came to a strange revelation one day: he saw in his bees the ability to divine the future beyond that of any mortal magic and became convinced that if only he could teach himself to hear the messages in their buzzing and interpret the patterns in their swarms, that power could be his as well. His curiosity became an obsession, and obsession quickly spiraled into madness, culminating in the fateful day that he sacrificed his humanity in some inscrutable honeyed rite to become fully one with his beloved bees.

To this day, they say, the Bee-Man still haunts the woods outside Bellis, waiting for someone to call him by speaking his name aloud. He often appears to those who seek his aid, although he seldom if ever grants it without exacting some terrible price in return.

Recall Knowledge - Aberration (Occultism): DC 36
Recall Knowledge - Animal (Nature): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

The Bee-Man Of BellisCreature 9

Unique Medium Aberration Animal Swarm 
Source Pathfinder #201: Pactbreaker pg. 85
Male swarm of bees
Perception +21
Languages Common, Wildsong; speak with animals (insects only)
Skills Acrobatics +23, Intimidation +20, Stealth +20, Survival +12
Str +3, Dex +7, Con +6, Int +4, Wis +4, Cha +6
Apian Emissaries The Bee-Man can use bees to duplicate the effects of vigilant eye or message at will, with a maximum range of 13 miles. A successful DC 20 Perception check identifies the presence of the bees acting as the sensors for these spells, but a DC 24 (expert) Nature check is required to realize they are behaving under outside influence.
Taboo Name Whenever the Bee-Man's full name (Vernon Vestha) is spoken aloud by a creature within 13 miles, he hears it and immediately knows the speaker's direction and distance from him.
AC 27; Fort +15, Ref +21, Will +18
HP 155; Immunities disease, paralyzed, poison, precision, sleep, stunned, swarm mind ; Resistances bludgeoning 10, piercing 10, slashing 5; Weaknesses area damage 10, smoke susceptibility, splash damage 10
Smoke Susceptibility The Bee-Man is slowed 1 for 1 round if he starts his turn in heavy smoke.
Speed 25 feet, fly 50 feet
Melee [one-action] slam +19 [+14/+9], Damage 2d6+9 piercing plus apitoxinPrimal Innate Spells DC 25, attack +17; 5th summon animal (×3; bee swarms only; treat as wasp swarms); 4th honeyed words (×3); 2nd augury (at will); 1st illusory disguise (at will; male human only); Constant (2nd) speak with animals (insects only)
Rituals DC 25; 6th commune; 3rd geas, reincarnate
Apitoxin (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage, enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round)Evasive Swarm [free-action] Trigger The Bee-Man moves at least 5 feet; Effect The Bee-Man gains concealment against ranged attacks until the start of his next turn or until he makes an attack action, whichever comes first

Sidebar - Advice and Rules Swarm Dispersion

If the Bee-Man is reduced to 0 Hit Points, his physical body dissolves into a cloud of live bees, which immediately scatter in all directions. Legends vary on the length of time that must pass before the Bee-Man can return, as well as on whether it's possible to permanently destroy him by killing every one of the bees before they can escape.