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Giant Worker AntCreature 1


UncommonNMediumAnimal
Source Pathfinder Society Scenario #2-12: Snakes in the Grass
Perception +7 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +7, Survival +6
Str +4, Dex +1, Con +1, Int -5, Wis +1, Cha -4

AC 16; Fort +9; Reflex +7; Will +4;
HP 25
Speed 40 feet (burrow 10 feet, climb 20 feet)

Mandibles One Action +9 (+4, -1) to hit 1d6+3 Slashing

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.

Haul Away One Action

Requirements The giant worker ant has a Large or smaller creature grabbed


Effect The giant worker ant Strides up to its full Speed, carrying the grabbed creature with it. It is Encumbered if the grabbed creature is Medium or larger.

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

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.