Ant Worker, Butcher (CR 1/3)

A thin, six-legged ant the size of a fifth of a foot stands at the ready, its mandibles chittering and its stinger dripping with venom.

CR 1/3: Butcher Ant Worker
    Any butcher ant
    N Fine-2 vermin
    Background Laborer
    Init +6; Senses darkvision 60 ft., scent; Perception (Wis) +0 (Skilled +0)    
Defense
    hp 3 (-1d8-2)
    DV 47, touch 47, flat-footed 41 (-1 defense, +6 Dex, +32 size)
    Fort +1, Ref +7, Will -1    
    DR 0/armor (+0 natural)    
    Immune mind-affecting            
Offense
    Speed 2 acts/sqr., burrow 2 acts/sqr., climb 2 acts/sqr., fly 2 acts/sqr. (average)
    Space 1/4,096 sqr.; Reach 0 ft.
    Base Atk -1; CMB -29 (grapple -25); CMD -19 (-11 vs. trip)
    Melee bite +35 (0+7 [8/7] plus grab), sting +35 (0+7 [8/7] plus poison)    
    Special Attacks poison (DC 9)            
Statistics
    Abilities Str 6, Dex 23, Con 10, Int 1, Wis 11, Cha 1
    Feats Coordinated Defenseb, Coordinated Distractionb, Coordinated Maneuversb, Enduranceb, Multiweapon Fightingb, Overwhelmb, Paired Opportunistsb, Skill Focus (Climbb, Flyb)        
    Skills
Acrobatics (Dex) +6 (0 ACP, Novice +0)
Appraise (Int) — (Novice +0)
Artistry (Int) -5 (Novice +0)
Autohypnosis* (Wis) — (Novice +0)
Bluff (Cha) -5 (Novice +0)
Climb (Str) +9 (0 ACP, Skilled +0, +3 feat, +8 racial)
Craft () (Int) -5 (Skilled +0)
Diplomacy (Cha) — (Novice +0)
Disable Device* (Dex) — (0 ACP, Novice +0)
Disguise (Cha) — (Novice +0)
Escape Artist (Dex) +6 (0 ACP, Novice +0)
Fly (Dex) +21 (0 ACP, Skilled +0, +3 feat, +12 size)
Handle Animal* (Cha) — (Skilled +0)
Heal (Wis) +0 (Novice +0)
Intimidate (Cha or Str) -2 (Novice +0)
Knowledge* () (Int) — (Novice +0)
Linguistics* (Int) — (Novice +0)
Lore* (Int) — (Novice +0)
Perform () (Cha) — (Novice +0)
Profession* (porter) (Wis) — (Skilled +0)
Ride (Dex) +6 (0 ACP, Novice +0)
Sense Motive (Wis) +0 (Novice +0)
Sleight of Hand* (Dex) — (0 ACP, Novice +0)
Spellcraft* (Int) — (Novice +0)
Stealth (Dex) +38 (0 ACP, Skilled +0, +32 size)
Survival (Wis) +0 (Skilled +0)
Swim (Str) -2 (0 ACP, Skilled +0)
Truespeak* (Int) — (Novice +0)
Use Magic Device* (Cha) — (Novice +0)    
    SQ pheromones.
    Possessions None.    
    Butcher Ant Poison (Ex) injury; save Fort DC 9; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

Racial Traits


Standard Traits

  • CR: 1/3 (-20 CP total)
  • Hit Dice: Butcher ant workers have -2 Hit Dice (d8). (0 CP)
  • Alignment: N
  • Type: Butcher ant workers have are Vermin.
  • Size: Butcher ant workers have are Fine-2 creatures, and gain -12 Strength, +12 Dexterity, -6 Constitution, +6 size bonus to attack rolls, -6 size penalty to CMB and CMD, +6 size bonus to DV, +12 size bonus to Fly, +32 size bonus to Stealth, have a space of 1/4,096 sqr., a reach of 0 ft., and a speed of 6 acts/sqr. (-24 CP)
  • Speed: Butcher ant workers have have a base speed of 2 acts/sqr., a burrow speed of of 2 acts/sqr., a climb speed of 4 acts/sqr., and a fly speed of 2 acts/sqr. (average). (7 CP)
  • Ability Score Adjustment: +5 Strength, +5 Constitution, -6 Intelligence, -6 Charisma. (-4 CP)

Defense Racial Traits

  • Legs: Butcher ant workers have have 3 pairs of legs, gaining a +8 bonus to CMD vs. trip. (16 CP)
  • Natural Armor: Butcher ant workers haves have a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Butcher ant workers have have good Fortitude saves. (1 CP)
  • Vermin Mind: Butcher ant workers have are immune to mind-affecting effects and spells. (3 CP)

Feat and Skill Racial Traits

  • Bonus Feats: Butcher ant workers have gain Coordinated Defense, Coordinated Distraction, Coordinated Maneuvers, Multiweapon Fighting, Overwhelm, Paired Opportunists, and Skill Focus (Climb, Fly) as bonus feats. (16 CP)
  • Class Skills: Butcher ant workers have gain the following as class skills: Climb, Craft, Fly, Handle Animal, Perception, Stealth, Survival, and Swim. (4 CP)
  • Climb: Because of they have a climb speed, butcher ant workers have have a +8 racial bonus to Climb checks.
  • Skill Ranks: Butcher ant workers have gain 2 + Intelligence modifier skill ranks per Hit Die. (0 CP)
  • Vermin Skills: Butcher ant workers have cannot use, nor put ranks and proficiency increases, the following skills: Appraise, Autohypnosis, Bluff, Diplomacy, Knowledge, Linguistics, Lore, Perform, Profession, Sleight of Hand, Spellcraft, Truespeak, Use Magic Device. (-52 CP)

Offense Racial Traits

  • Base Attack Bonus: Butcher ant workers have have medium base attack bonus progression. (0 CP)
  • Bite: Butcher ant workers have have a bite natural attack that deals 0 points of damage. At 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
  • Grab: Butcher ant workers' bite attack has the grab ability. (4 CP)
  • Sting: Butcher ant workers have have a sting natural attack that deals 0 points of damage. At 7th Hit Die, and every 7 HD after, the stings's damage increases by 1 size. (2 CP)
  • Poisonous Sting: injury; save Fort DC 10 + 1/2 total Hit Dice + Constitution modifier; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. (6 CP)

Senses Racial Traits

  • Darkvision: Butcher ant workers have can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
  • Scent: Butcher ant workers have the scent ability. (3 CP)

Other Racial Traits

  • Armless: Butcher ant workers have have no arms, and cannot hold items or wield weapons. (-10 CP)
  • Pheromones: Butcher ant workers can emit as a free action pheromones that linger in the air and objects that communicate simple messages, equivalent to 2 words. These pheromones persists only for one hour in the space of the ant where it emitted. Only other butcher ants automatically understand these messages. Creatures with the scent ability can understand these messages with a DC 50 Knowledge (nature) check. (2 CP)
  • Wings: Butcher ant workers have a pair of wings. They take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, they can move up to 5 feet in any horizontal direction for every 1 foot it falls, at a speed of 60 feet per round. They cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with wings to rise, it can take advantage of the updraft to increase the distance it can glide. (2 CP)
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