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Red Guard AntCreature 15


RareLargeBeast
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

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 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



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.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.