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Alate AntCreature 16


RareNMediumBeast
Source Pathfinder #174: Shadows of the Ancients
Perception +28 (darkvision, scent (imprecise) 60 feet)
Languages Common
Skills Acrobatics +32, Intimidation +28, Survival +28
Str +4, Dex +8, Con +6, Int -1, Wis +6, Cha +4

AC 39; Fort +24; Reflex +30; Will +28;
HP 295
Speed 40 feet (climb 20 feet, fly 40 feet)

Mandibles One Action +32 (+27, +22) to hit (finesse) 3d8+10 Slashing
Stinger One Action +32 (+28, +24) to hit (agile, finesse) 3d4+10 Piercing

Darting Flight Reaction

Requirements The alate ant is flying

Trigger The ant is targeted with an attack by an attacker it can see


Effect The ant gains a +2 circumstance bonus to AC against the triggering attack.

Frenzy One Action

Frequency Once per day


Effect The alate ant enters a state of jittery agitation. It becomes Quickened for 3 rounds and can use the extra action only to Fly or Strike.

Pack Attack

The alate ant deals an additional 3d6 precision damage to any creature within reach of at least two of the ant's allies.

Pheromone Spray Two Actions (emotion, enchantment, mental)

The alate ant sprays a cloud of pheromones in a 15-foot cone. Non-ant creatures in the cone must succeed at a DC 37 will save or become Confused for 1d4 rounds (1 minute on a critical failure). It can't use Pheromone Spray again for 1d4 rounds.

Red Ant Venom (poison)

While a creature is enfeebled from this poison, it is Confused (this confusion is an emotion, enchantment, and mental effect).

Saving Throw DC 37 fortitude

Maximum Duration 4 rounds

Stage 1 3d6 poison damage and Enfeebled 1 (1 round)

Stage 2 4d6 poison damage and Enfeebled 2 (1 round)

Stage 3 6d6 poison damage and Enfeebled 3 (1 round)

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.