Table of Contents
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These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened.
Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature's entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Darkvision out to 60 feet.
-Alignment: Always neutral. Vermin are not governed by a human sense of morality.
-Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed.
Giant Ant, Worker |
Giant Ant, Soldier |
Giant Ant, Queen |
|
2d8 (9 hp) |
2d8+2 (11 hp) |
4d8+4 (22 hp) |
|
+0 |
+0 |
-1 |
|
50 ft. (10 squares), climb 20 ft. |
50 ft. (10 squares), climb 20 ft. |
40 ft. (8 squares) |
|
17 (+7 natural), touch 10, flat-footed 17 |
17 (+7 natural), touch 10, flat-footed 17 |
17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17 |
|
+1/+1 |
+1/+3 |
+3/+10 |
|
Bite +1 melee (1d6) |
Bite +3 melee (2d4+3) |
Bite +5 melee (2d6+4) |
|
Bite +1 melee (1d6) |
Bite +3 melee (2d4+3) |
Bite +5 melee (2d6+4) |
|
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
|
Improved grab, acid sting |
|||
Fort +3, Ref +0, Will +0 |
Fort +4, Ref +0, Will +1 |
Fort +5, Ref +0, Will +2 |
|
Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 9 |
Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11 |
Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11 |
|
Climb +8 |
Climb +10 |
- |
|
Track B |
Track B |
Track B |
|
Temperate plains |
Temperate plains |
Temperate plains |
|
Gang (2-6) or crew (6-11 plus 1 giant ant soldier) |
Solitary or gang (2-4) |
Hive (1 plus 10-100 workers and 5-20 soldiers) |
|
1 |
2 |
2 |
|
None |
None |
1/10 coins; 50% goods; 50% items |
|
- |
- |
- |
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.
Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.
Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.
Dungeons and Dragons Monsters (Vermin) - D&D 3.5 PBP RPG
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