Ambusher. In the first round of combat, the antlion has advantage on attack rolls against any creature it surprised.
Multiattack (Humanoid or Hybrid Form Only). The antlion makes two attacks, only one of which can be a bite.
Bite (Antlion or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained, and the antlion can't bite another target.
Sandstream. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Burrow. The Antlion burrows quickly under the ground lying in wait for further attacks. Any nearby (10 Ft.) enemies can roll to stop the Antlion from burrowing if they pass a DC 11 Dexterity Check. Stopping the antlion from burrowing will lower its armor class by 2 for 3 turns and stops it from burrowing for 2 turns.
Pitfall Trap. Trap, Range 30 Ft in diameter. AOE. Hit. 10 (2D6+2) Falling Damage. The target must pass a DC 13 Dexterity Saving throw or it will be restrained by the falling sand until the next turn and will be at a disadvantage on attacks made and saves thrown while restrained.
Cannibalize. The antlion devours the carcass of an ally antlion and furthers its evolution in 3 turns, sprouting wings gaining the ability to sly at a speed of 30 ft.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Through a horrible curse these humanoids have been "gifted" the ability to shape change or morph into an Antlion or Hybrid at will. While under the effects of the shape change the victim loses its ability to control or manipulate its actions as well as loses the ability to communicate. If the victim of the curse does not change its form for a long period it runs the risk of changing at random and likely being branded as a monstrosity by any nearby civilizations or societies.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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