Table of Contents
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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.