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Vermin:Giant Ant, Queen
Size & Type (subtype):Large VerminHit Dice:4d8+4 (22)
Initiative:   -1 (Dex)   Speed:   40 ft.  
Armor Class:   17 (-1 size, -1 Dex, +9 natural)   Attacks:   Bite +5 melee  
Damage:   Bite 2d6+4   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Improved grab   Special Qualities:   Vermin  
Saving Throws  Fortitude: 5  
Reflex: 0  
Will: 2  
Abilities:   Str: 16
Dex: 9
Con: 13
Wis: 13
Cha: 11
Skills:   Listen +7, Spot +7   Feats:     
Climate and Terrain:   Temperate and warm desert, forest, hill, plains, and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,plains,underground   Organization:   Hive (1 plus 10-100 workers and 5-20 soldiers)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always neutral  
Advancement:   5-6 HD (Large); 7-8 HD (Huge)  


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