Medium Swarm of Tiny beasts, Unaligned
Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 0 ft.
STR
7 (-2)
DEX
1 (-5)
CON
10 (+0)
INT
3 (-4)
WIS
13 (+1)
CHA
1 (-5)
Saving Throws CON +2, INT −2, WIS +3
Skills Stealth +2
Damage Vulnerabilities Acid
Damage Resistances Bludgeoning, Force, Piercing, Poison, Slashing
Senses Blindsight 10 ft., Tremorsense 30ft, Passive Perception 8
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Colony Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points from outside effects, cannot be targeted by an effect that specifies a single creature, creatures have disadvantage on opportunity attacks made against it, and can it can make up to 3 attacks of opportunity in a round.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Invasion Transmission. (Recharge 5-6)The colony can teleport its drones into up to five hostile creatures' body. The creature must succeed a DC 13 Constitution Saving throw or take 5d4 piercing plus 2d6 force damage. 

Teleport(5/day). The colony can attempt to teleport itself, an object ,or a creature that is size Large or smaller within 10 ft. of it to a location on solid ground or underground up to 500 ft. If the colony attempts to teleport an unwilling creature the creature must succeed a DC 13 Wisdom Saving throw or be teleported. Everything the creature is holding or wearing is teleported with it. A creature that is teleported into an occupied space take 4d6 force damage and reappears in the next available space.

Description

The Conjuring Ant is a native of the southern continent of Uxali but, thanks to ships and sailors, it spread also to the northern continent of Axam and possibly elsewhere.
The Conjuring Ants (also known as blinkers) have many similarities with the more mundane species, like the complex social structures.
The difference is that Conjuring Ants can teleport objects. When gathering in a group of three or more they can instantly transport the object they are surrounding to another group of ants. Such a group can transport an object as heavy as a horse to a distance of half a mile: it may not seem much but is equivalent to a master-level spell, like transporting a cart with horses and load many leagues away (and without a special magical focus).
Usually, the ants will create a network of groups, some will send food to another group that will forward it to another, and so on. This is similar to the supplying line of the "normal" ants but, with these big gaps, it is difficult to spot. Also difficult to spot are the nests of the colonies: since they can teleport, the nests do not have a real entrance, only small ventilation tunnels.
Ants can teleport without a receiving group and this means that Conjuring Ants can (almost literally) enter anywhere, even hermetically sealed containers. If needed, they use this ability as a defense: if something threatens the nest they will teleport some of them inside the attacker. These attacks can be massive, with many ants moving in a frantic spiral motion and "shooting" inside the enemy tens, if not hundreds, of their own.
Workers can only teleport other things but, conversely, queens and drones can only teleport themselves. When the time of mating comes, the queen and the drones will do their version of the "nuptial flight": the queen starts to quickly "blink" (short teleport) all over the nest and the drones will "blink" as well, in an attempt to intercept her.

 

Inspired by Codex Inversus

 

Monster Tags: Misc Creature

Habitat: DesertForestGrasslandHillSwampUnderdarkUrban

Feraligamr

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