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Apocalypse Ant SwarmCreature 18


UncommonNGargantuanAnimalSwarm
Source Pathfinder #174: Shadows of the Ancients
Perception +30 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +27
Str -1, Dex +9, Con +7, Int -5, Wis +6, Cha -4

AC 41; Fort +31; Reflex +33; Will +27;
HP 260
Speed 30 feet (fly 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 20, Splash Damage 20
Resistances Bludgeoning 10, Piercing 20, Slashing 20

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Cling Reaction

Trigger A creature leaves the swarm's space


Effect The swarm loses 2d8 #Hit Points HP as ants cling to the creature and continue biting, dealing 7d8 Persistent piercing Damage. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants.

Inexorable

The apocalypse ant swarm recovers from the slowed and stunned conditions at the end of its turn. It's immune to penalties to its Speeds and ignores difficult terrain and greater difficult terrain.

Swarming Bites One Action

Each enemy in the swarm's space takes 7d8 piercing damage (DC 39 basic fortitude). A creature that fails its save against Swarming Bites becomes Clumsy 1 for 1 round (1 minute on a critical failure). If the creature attempts a concentrate or manipulate action while affected, it must succeed at a DC 5 flat or the action is lost; roll the check after spending the action, but before any effects are applied.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.