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Thread: Bullet Ant Swarm (3.5) PEACH

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    PirateGirl

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    Default Bullet Ant Swarm (3.5) PEACH

    Here is an older critter I created on WotC's site a while back and never ported over here. Updated as of today.

    Bullet Ant Swarm
    Size/Type: Fine Vermin (Swarm)
    Hit Dice: 3d8 (13 hp)
    Initiative: +0
    Speed: 20 ft.
    Armor Class: 19 (+8 size +1 Dex), touch 19, flat-footed 18
    Base Attack/Grapple: +2/—
    Attack: Swarm (2d4 plus poison)
    Full Attack: Swarm (2d4 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Poison, Powerful Stinger, Distraction
    Special Qualities: Darkvision 60 feet, Immune to Weapon Damage, Odor, Swarm Traits
    Saves: Fort +2, Ref +1, Will +0
    Abilities: Str 1, Dex 12, Con 10, Int — , Wis 10, Cha 10
    Skills:
    Feats:
    Environment: Jungle
    Organization: Solitary, Nest (2-3 swarms), Colony (4-6 swarms)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement:
    Level Adjustment:

    Bullet ants inhabit humid lowland rainforests. Workers look like stout, reddish-black, wingless wasps. Notably, bullet ants have have a powerful and potent stinger which is the most debilitating of any insect. A sting from a single bullet ant is extremely painful and does physical damage. In large numbers, however, the sting has the potential to be quite lethal. Furthermore, they release a musky odor when they are threatened.

    Distraction (Ex): Any living creature that begins its turn with a bullet ant swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Odor (Ex): Bullet ants give off a musky odor when they are threatened. A creature with the scent ability can detect a bullet ant swarm at double the normal range, i.e. within 60 feet. If the opponent is upwind, the range is 120 feet. If it is downwind, the range is 30 feet.

    Poison (Ex): The poison in the bullet ant's stinger causes intense pain. Any creature stung by a bullet ant must make a Fort Save (DC 11) or be sickened for 2d12 hours. A sickened creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. The save DC is Constitution based.

    A creature that makes its save is not immune to being further sickened. If a creature is required to make additional saves, the DC increases by 1 for each attack. However, the sickening effects are not cumulative so that a creature may fail multiple saves but is still only affected for 2d12 hours from the time of the last failed save.

    Creatures that are immune to poison such as Undead and Constructs are immune to being sickened but still take the physical damage if stung.

    Powerful Stinger (Ex): A bullet ant has a powerful and potent stinger. A successful hit from the collective stingers of a bullet ant swarm deals 2d4 points of damage instead of the usual 1d6 points of damage.

    Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

    A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

    Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

    Debby
    Last edited by Debihuman; 2020-03-04 at 07:57 AM. Reason: Updated
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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