Sand Trapper. The antlion is a master of traps. All sand out to 60 ft. from the antlion is considered difficult terrain for any creature without a burrow speed. Any creature in the sand trap gets pulled 10 ft. closer to the antlion at the start of their turn. If the creature is within 5 ft. of the Antlion at the start of its turn, the creature takes 2d8 piercing damage from the antlions spiked carapace.
Legendary Resistance (2/day) If the Antlion fails a saving throw, it can choose to succeed instead.
Multiattack. The worm makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be grappled by the worm.
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6+8) slashing damage.
Sand Spit (Recharge 5-6) The Antlion collects a ball of sand and shoots it in an attempt to fumble its prey. One target within 60 ft. must make a DC 17 Dexterity Saving Throw. On a failure, the target takes 3d10 bludgeoning damage plus 2d6 fire damage and is knocked prone. On a success, the target takes half damage and is not knocked prone.
The antlion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The antlion regains spent legendary actions at the start of its turn.
Claw Strike. The antlion makes one claw attack.
Flaming Vortex (2 actions). The antlions sand trap becomes superheated. All creatures in the sand trap must make a DC 15 Constitution Saving Throw. On a failure, the creature takes 3d10 fire damage.
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