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Red Guard AntCreature 15


RareNLargeBeast
Source Pathfinder #174: Shadows of the Ancients
Perception +27 (darkvision, scent (imprecise) 60 feet)
Languages Common
Skills Athletics +31, Intimidation +27, Survival +27
Str +8, Dex +4, Con +6, Int -2, Wis +6, Cha +4

AC 37; Fort +29; Reflex +23; Will +26;
HP 275
Speed 40 feet (climb 20 feet)

Mandibles One Action +30 (+25, +20) to hit 3d10+14 Slashing
Stinger One Action +30 (+26, +22) to hit (agile) 3d6+14 Piercing

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) 60 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.

Attack of Opportunity (Stinger Only) Reaction

Stinger only


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Formic Acid Spray Two Actions (acid, primal)

The red guard ant sprays a 15-foot cone of acid from its abdomen that deals 10d10 acid damage (DC 34 basic reflex). It can't use Formic Acid Spray again for 1d4 rounds.

Haul Away One Action

Requirements The red guard ant has a Huge or smaller creature Grabbed


Effect The ant Strides up to its full Speed, carrying the grabbed creature with it. It's encumbered if the grabbed creature is Large or larger.

Pack Attack

A red guard ant deals an additional 2d6 precision damage to any creature within reach of at least two of the ant's allies.

Red Ant Venom (poison)

Saving Throw DC 36 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)

Swarming Flank

If at least three red guard ants have a creature within their reach, they flank the creature, even if they can't draw a line to each other that passes through opposite sides of the creature's space.

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.