Giant ants are as industrious as their normal-sized kin. While their nests generally don’t consist of thousands, their greatly increased size more than compensates.
When giant ants are encountered it is 90% likely that they will simply be workers.
Ants have superior senses enabling them to operate within a hive or follow the trail of another ant. This allows for operation in darkness.
Neutral Small Monster (insect) (2 ft. long)
Surprise normal; Senses insect senses
Armor Class 3 (AD 4)
Hit Points 9 (HD 2; 2d8)
Move 180 ft.
Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
Special Defenses mindless
Weakness mindless
Magic Resistance standard
To Hit AC 0: 16
Melee bite (1d6)
Special Attacks none; Hits As normal
Base Morale 50%
Intelligence non-
Languages none
Level I
Mindless. This creature is immune to mind-affecting magic. Mindless creatures make saving throws as if they were half of their listed hit dice with the exception of poison or death magic saves. The creature will use tactics instinctively, normally attacking the nearest opponent (or if several, one picked at random). Unless attacked by more than one opponent, it then attacks the same creature until it's prey drops—then it uses one round of coup de grace attacks before beginning to consume it (unless the description notes a different behavior). Otherwise, a mindless creature will attack the same opponent until it is damaged in melee by another opponent. The creature will then attack the opponent that last damaged it until it drops as noted above. Mindless creatures will only attack those not in melee unless all creatures in melee have dropped and are not moving. If a mindless creature has a special attack not related to it's melee weapons, it will use that attack if it rolls under 51% in any new round unless the description of the creature notes otherwise. Area attacks will target melee range creatures first and any creatures outside of melee range will be incidental (simplest placement to hit melee combatants or, if necessary, random placement of the ability). Some mindless creatures will have a preference in terms of prey (for example, attacking smaller creatures first) and this must be assessed when determining the creature's actions. Mindless creatures do not use regular rules for morale. A mindless creature always has a flat 50% for morale and begins checking for morale once it has reached under 50% of its hit points in damage unless the description states otherwise. A mindless creature cannot communicate with creatures not of it's type (and even then only at a very basic level; e.g. Threat Perceived, Food, etc.), has no languages, and has an Intelligence Rating of "Non-" (effectively "0").
Neutral Small Monster (insect) (2 ft. long)
Surprise normal; Senses insect senses
Armor Class 3 (AD 4)
Hit Points 13 (HD 3; 3d8)
Move 180 ft.
Poison 14 (13), Petrify 15, Wand 16, Breath 17, Spell 17
Special Defenses mindless
Weakness mindless
Magic Resistance standard
To Hit AC 0: 16
Melee bite (2d4 plus sting)
Special Attacks poison, sting; Hits As normal
Base Morale 50%
Intelligence non-
Languages none
Level II
Mindless. This creature is immune to mind-affecting magic. Mindless creatures make saving throws as if they were half of their listed hit dice with the exception of poison or death magic saves. The creature will use tactics instinctively, normally attacking the nearest opponent (or if several, one picked at random). Unless attacked by more than one opponent, it then attacks the same creature until it's prey drops—then it uses one round of coup de grace attacks before beginning to consume it (unless the description notes a different behavior). Otherwise, a mindless creature will attack the same opponent until it is damaged in melee by another opponent. The creature will then attack the opponent that last damaged it until it drops as noted above. Mindless creatures will only attack those not in melee unless all creatures in melee have dropped and are not moving. If a mindless creature has a special attack not related to it's melee weapons, it will use that attack if it rolls under 51% in any new round unless the description of the creature notes otherwise. Area attacks will target melee range creatures first and any creatures outside of melee range will be incidental (simplest placement to hit melee combatants or, if necessary, random placement of the ability). Some mindless creatures will have a preference in terms of prey (for example, attacking smaller creatures first) and this must be assessed when determining the creature's actions. Mindless creatures do not use regular rules for morale. A mindless creature always has a flat 50% for morale and begins checking for morale once it has reached under 50% of its hit points in damage unless the description states otherwise. A mindless creature cannot communicate with creatures not of it's type (and even then only at a very basic level; e.g. Threat Perceived, Food, etc.), has no languages, and has an Intelligence Rating of "Non-" (effectively "0").
Poison. A giant warrior ant's poison does 3d4 points of unless a save vs. Poison is made (save for no damage).
Sting. (minor) If the warrior ant hits with it's mandibles (bite), it can roll to-hit with it's stinger as a minor action. If the stinger hits, the victim takes 1d4 damage and must save versus the ant's poison.
Nest. If found in their lair (nest), there will be double the number rolled plus one warrior ant for every five workers.
Queen. The queen ant has 10 hit dice (45 hit points on average), but she neither moves nor attacks. If she is killed, the other ants will become confused (as if they were under the influence of that spell) for six melee rounds and then leave the nest.
Treasure held by ants will be found in the chamber of the queen ant. The egg chamber will be guarded by 5-50 workers and 5 warriors. Giant ant eggs have no normal market value.
Level Worker. I.; Warrior. II.
Frequency. Rare; In Lair 10%
Number Appearing. 1-100; (Level I. 1d4)
Environment. Temperate and sub-tropical, uninhabited/wilderness areas (plain, scrub, forest, rough, hills); Tropical and near-tropical, uninhabited/wilderness areas (plain, scrub, forest, rough, hills); Underground
Treasure Type. nil; In Lair Q (x3), S
Experience. Worker. XP 30 (or 12+2 per h.p.); Warrior. XP 99 (or 60+3 per h.p.); Queen. XP 180