The Bee-Man of Bellis
Creature 9 (unique) — aberration, animal, swarm
ShadeFlankerLANDAERIALaberrationanimalswarm
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 him
Source: wardens-of-wildwood-bestiary
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
AC 27
Fort +15
Ref +21
Will +18
HP 155
Immunities disease, paralyzed, precision, sleep, stunned, swarm-mind
Resistances bludgeoning 10, piercing 10, slashing 5
Weaknesses area-damage 10, splash-damage 10
Speed 25 feet, fly 50 feet
Offense
Melee Slam (unarmed) +19, Damage 2d6+9 piercing plus Apitoxin
Abilities
Apian Emissaries — The Bee-Man can use bees to duplicate the effects of Clairvoyance 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 Nature (expert) check is required to realize they are behaving under outside influence.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Smoke Susceptibility — The Bee-Man is Slowed 1 for 1 round if he starts his turn in heavy smoke.
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)
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 —
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.
Primal Innate Spells DC 25, attack +17
4th Honeyed Words (×3)
2nd Augury (At Will), Speak with Animals (Constant, Insects Only)
1st Illusory Disguise (At Will, Male Human Only), Summon Animal (Bee Swarms Only, Treat as Wasp Swarms) (×3)
WORKS WELL WITH
AnvilLAND / AERIALAnvil anchors the front line while the aerial Shade harasses from unexpected angles with poison and swarm immunity.
SniperLAND / AERIALShade's poison debuffs and distraction create openings for the Sniper to land clean shots on hindered targets.
WeaverLAND / AERIALWeaver manipulates enemy spacing to herd them into chokepoints the aerial Shade can exploit with Evasive Swarm.
PUNISHES
✖ condition stacking✖ physical damage✖ ground movement
Works well with · Punishes · Pairing advice
Unlock with Tactics
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