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Army Ant SwarmCreature 5


NLargeAnimalSwarm
Source Pathfinder Bestiary 2
Perception +11 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +7
Str -2, Dex +4, Con +4, Int -5, Wis +2, Cha -4

AC 21; Fort +13; Reflex +11; Will +9;
HP 55
Speed 30 feet (climb 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 5, Splash Damage 5
Resistances Bludgeoning 2, Piercing 5, Slashing 5

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.

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Cling Reaction

Trigger A creature leaves the swarm's space


Effect The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 3d6 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.

Swarming Bites One Action (concentrate, manipulate)

Each enemy in the swarm's space takes 3d6 piercing damage (DC 21 basic fortitude save). A creature that fails its save against Swarming Bites becomes Clumsy 1 for 1 round. If the creature attempts a concentrate or manipulate action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied.


An army ant swarm is a terrifying carpet of stinging insects that devours all in its path.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.