Special Trait: Keen Smell. The Bullet Ant has advantage on Wisdom (Perception) checks that rely on smell.
Special Trait: Power Lifter. Can lift 15x its weight
Action Name: Bite
- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Bullet Ant can’t Bite a different target. Also, the target must succeed in a DC 11 Wisdom saving throw or be frightened for 24 hours. Only one monster can be frightened at a time.
Action Name: Sting
- Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must make a DC 11 Constitution saving throw, 6(1d8 +2 poison damage on a failed save, or half as much damage on a successful one).
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
Bullet ants are reddish-black ants with large pincers and visible stingers. Bullet ants are known to be able to carry 15 times their weight. They also cause fright to those the bite for a maximum of 24 hours.
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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