Ant Swarm, Army (3.5e Creature)

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Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 3d6 (13 hp)
Initiative: +4
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 16 (10 +4 size +2 dex), touch 16, flat-footed 14
Base Attack/Grapple: +2/--
Attack: Swarm (1d6+2)
Full Attack: Swarm (1d6+2)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 7, Dex 14, Con 10, Int —, Wis 10, Cha 2
Skills: Climb +10, Spot +4
Feats:
Environment: Any warm
Organization: Solitary, army (2-4 swarms), or colony (6-14 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:


A huge swarm of fierce looking ants tumble over each other towards you, but they seem to have order in the chaos.

Army ants are larger, more fierce cousins of the common ant. They have massive pincers that they use to tear through flesh and armor alike.

Combat[edit]

An army ant swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6+2 points of damage to any creature whose space it occupies at the end of its move. If a swarm successfully kills a creature, it will begin tearing it apart to transport back to the colony.

Distraction (Ex): Any living creature that begins its turn with an army ant swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: An army ant swarm has a +4 racial bonus on Hide and Climb checks.


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