Medium Aberration, Neutral
Armor Class 17 Natural Armor
Hit Points 102 (11d8 + 4)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
11 (+0)
WIS
13 (+1)
CHA
7 (-2)
Saving Throws DEX +8, CON +8
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Force
Condition Immunities Deafened, Grappled, Restrained
Senses Darkvision 60ft, Passive Perception 12
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Fade to the Colony. As an action, the ant can disengage and fade into a wall within 30ft. It will then send out a distress signal to it's colony in the afterlife plane, which can be heard by any ant up to 300ft away. This can be done twice per long rest.

Corporeal Sting. Once per long rest as an action the ant can emulate it's ghostly soul, with +13 to hit, causing 2d8+3 force damage and on a failed constitution saving throw 2d6+3 necrotic damage & 2d4+3 poison damage, with it delivering half on a success. 

Actions

Corporeal Tunnel. Ants can spend their action digging a 5 cubic ft block of dirt, when digging the ant can fade out this amount to their ghostly colony. This ability can only be used to transport dirt to it's colony in the afterlife plane.

Spear. Ranged weapon attack: +13 to hit, reach 60/ ft, 1 target. Hit: (2d6 + 5) piercing damage. 

Pincers. Melee attack: +13 to hit, reach 10 ft, 1 target. Hit: (2d4+3) piercing damage & (2d4+2) poison damage. 

Bonus Actions

Fortify. As a bonus action, an ant can use a wall of dirt within 5ft of itself to strengthen it's soul, giving it advantage on constitution saving throws until the start of it's next turn. This ability can be used twice per long rest.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

An ant which has grown to humanoid size due to a freak chemical produced where the afterlife and material planes meet, in the deepest ravine known. 

Lair and Lair Actions

A Corporeal Ant's Colony is a vast and extensive network of tunnels which seemingly have a random layout. Difficult to travel through and navigate, the Colony of these ants are only found in the afterlife plane and are home to millions of these mutated ants. 

Lair Actions

On initiative count 20 (losing initiative ties), the Corporeal Ant takes a lair action to cause one of the following effects; the Corporeal Ant can’t use the same effect two rounds in a row:

  • Enlarge: when inside it's Colony an ant can use it's lair action to call it's fellow ants to arms; they bind together, increasing their size from medium to large. They are able to stay this way for 10 rounds and each ant's turn is skipped in favour of the 1 with the highest initiative (below initiative 20), where this large creature takes its turn as normal.
  • Cave In: the ground and walls of the Colony begin to shake as the Corporeal Ant fades into them, causing rock slides with a radius of 60ft, centred on the ant. Each creature within this radius must make a dc15 dexterity saving throw or take 5d8+5 bludgeoning damage (half on a success) and be knocked prone.

Regional Effects

The region containing a Corporeal Ant’s lair is due to the vast unnatural nature of the disturbed land they have build their Colony, which creates one or more of the following effects:

  • Creatures within 1 mile of the Colony may sometimes feel slight tremors in the ground & minor earthquakes.
  • Creatures within 1 mile of the Colony will notice an increase in ants running around, as well as ant hills appearing in various strange places.

If the Corporeal Ants die, these effects fade over the course of 1d20 days.

Habitat: DesertForestGrasslandHillMountainUnderdark

Wrathie

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