Library / Bestiary

Ant, Giant

CR 2.00 Vermin N Medium HD 2
A thin, six-legged ant the size of a pony stands at the ready, its mandibles chittering and its stinger dripping with venom.

Giant ants are as industrious as their normal-sized kin. While their nests generally don't consist of thousands, their greatly increased size more than compensates.

The statistics given above are for soldier ants—the variety most commonly encountered. The following simple templates can be used to create variants of the standard soldier ant.

HP
18 (2d8+9)
AC
15, touch 10, flat-footed 15 (+5 natural)
Init
+0
Speed
50 ft., climb 20 ft.
Fort
+6
Ref
+0
Will
+1
BAB
+1
CMB
+3 (+7 grapple)
CMD
13 (21 vs. trip)
Melee
bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)
Racial Modifiers
+4 Perception, +4 Survival
str
14
+2
dex
10
+0
con
17
+3
int
-
wis
13
+1
cha
11
+0

Universal Monster Rules

Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Poison (sting) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus

Climb +10, Perception +5, Survival +5

Details
Type
Vermin
Alignment
N
Size
Medium
Environment
any
Organization
solitary, pair, gang (3-6), or hive (7-18 plus 10-100 workers, 2-8 drones, and 1 queen)
Treasure
none
Senses
darkvision 60 ft., scent; Perception +5
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
1 House/Core
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
View references and cross-links for Ant, Giant

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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.