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Vermin:Giant Ant, Soldier
Size & Type (subtype):Medium-Size VerminHit Dice:2d8+2 (11)
Initiative:   +0   Speed:   50 ft., climb 20 ft.  
Armor Class:   17 (+7 natural)   Attacks:   Bite +3 melee  
Damage:   Bite 2d4+3   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Improved grab, acid sting   Special Qualities:   Vermin  
Saving Throws  Fortitude: 4  
Reflex: 0  
Will: 1  
Abilities:   Str: 14
Dex: 10
Con: 13
Wis: 13
Cha: 11
Skills:   Climb +10, Listen +6, Spot +6   Feats:     
Climate and Terrain:   Temperate and warm desert, forest, hill, plains, and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,plains,underground   Organization:   Solitary or gang (2-4)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   None   Alignment:   Always neutral  
Advancement:   3-4 HD (Medium-size); 5-6 HD (Large)  


Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting.

Acid Sting (Ex): The giant ant soldier has a stinger and an acid-producing gland and in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Vermin: Immune to mind-influencing effects.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002