Sarahakktah Army Ants (3.5e Creature)

The ground ahead of you seems to be moving, and you can hear a faint buzzing noise. As you get closer you realize that the "ground" is actually a dense swarm of hundreds of frighteningly large ants.

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Sarahakktah Army Ants
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 2d8+6 (15 hp)
Initiative: +1
Speed: 20 ft; 20 climb
Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
Base Attack/Grapple: +1/--
Attack: Swarm (1d6 + poison)
Full Attack: Swarm (1d6 + poison)
Space/Reach: 5 ft/0 ft
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft, immune to weapon damage, tremorsense 60 ft, swarm traits, vermin traits
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 1, Dex 13, Con 16, Int --, Wis 10, Cha 1
Skills: Climb +9, Listen +4, Spot+4
Feats: --
Environment: Deserts, savannah, temperate forests
Organization: Solitary or colony (5-10 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --

Sarahakktah army ants are a hardy species native to the Sarahakktah Desert. They build huge nests which are visible from the surface as smooth mounds of sand and dirt. The nest itself can reach far underground. Sarahakktah army ants are fiercely territorial and will attack anything that disturbs the nest. In swarms, their toxic venom can quickly bring down even human-sized creatures.

Combat

An army ant swarm seeks to surround and attack any living prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with an army ant swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 14, initial damage sickens (24 hour duration), secondary damage 1d4 Constitution. The save DC is Constitution based.

Skills: An army ant swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.



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