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Pathfinder

Compendium

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Giant Ant

A thin, six-legged ant the size of a pony stands at the ready, its mandibles chittering and its stinger dripping with venom.

Giant ants are as industrious as their normal-sized kin. While their nests generally don't consist of thousands, their greatly increased size more than compensates.

The statistics given above are for soldier ants—the variety most commonly encountered. The following simple templates can be used to create variants of the standard soldier ant.

Worker (–1 CR) Worker ants do not have a Poison sting attack or a grab special attack.

Drone (+1 CR) Drones have the advanced simple template and a fly speed of 30 feet (average).

Queen (+2 CR) The queen of a nest is an immense, bloated Creature. She gains the advanced and the giant simple templates, but drops her speed to 10 feet and loses her climb speed entirely.

Special Abilities

Poison (Ex) Sting—injury; Save Fort DC 14; Frequency 1/round for 4 rounds; Effect 1d2 Str; Cure 1 save

Attributes

Giant Ant

CR 2

  • XP

    600
  • N Medium vermin
  • Init

    +0;

    Senses

    darkvision 60 ft., scent;Perception +5
  • DEFENSE

  • AC

    15, touch 10, flat-footed 15 (+5 natural)
  • hp

    18(2d8+9)
  • Fort

    +6,

    Ref

    +0,

    Will

    +1
  • Immunities

    mind-affecting effects;
  • OFFENSE

  • Speed

    50 ft., climb 20 ft.
  • Attacks

    bite +3 (1d6+2 / ); sting +3 (1d4+2 / );
  • Melee

    Bite +3 (1d6+2 Plus Grab ), Sting +3 (1d4+2 Plus Poison )
  • STATISTICS

  • Str

    14,

    Dex

    10,

    Con

    17,

    Int

    —,

    Wis

    13,

    Cha

    11
  • Base Atk

    +1;

    CMB

    3;

    CMD

    13
  • Feats

    Toughness, ,
  • Skills

    Climb +10 Perception +5 Survival +5 ;

    Racial Modifiers

    +4 Perception, +4 Survival
  • Languages

  • ECOLOGY

  • Environment

    any
  • Organization

    solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
  • Treasure

    none
  • Special Abilities

  • Poison (Ex)

    Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save

    Darkvision (Ex or Su)

    A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range, the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

    Scent (Ex)

    This special sense allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple the normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, attempting a Wisdom or Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The ability otherwise follows the rules for the Survival skill.

    Grab (Ex)

    If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab works only against opponents the same size category as the creature or smaller. The creature has the option to conduct the grapple normally or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to start and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each grapple combat maneuver check it succeeds at during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constrict and grapple damage (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks to start and maintain a grapple.