Volatile. If killed with fire damage, the Arcane Fire Ant must make a constitution saving throw with a DC equal to 5 times the number of Poison-Spit charges it has left. On a failed save, it explodes, causing (1d8 per Poison-Spit charge) of fire damage to all creatures within a 5ft radius.
Poison-Spit. Three times per day, the Arcane Fire Ant may spit a glob of flammable poison at a surface. On impact, the glob bursts and covers every surface and creature within a 5ft radius with flammable poison. Any creatures that come into contact with the poison must make a DC 13 constitution saving throw or be poisoned. The poison slowly evaporates over 5 rounds.
If so much as a spark touches the poison it will ignite for one round, dealing 3d4 fire damage to any creature that is currently in it or passes through it. After this round the poison is burnt away.
Bite. Melee Weapon Attack +2 to hit, reach 5 ft. 1 target. Hit: 3 (1d6) piercing damage.
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Description
Found in areas of high magical energy, Arcane Fire ants make their homes in warm, damp, food-rich environments.
The effects of the ambient magic has caused them to grow abnormally large (around 3.5ft long) and has given them the ability to spit highly flammable globs of poison from their mouths.
Arcane Fire Ants are scavengers and will not attack unless they feel they or their tunnels are threatened, or if they think you are dead.
Lair and Lair Actions
Arcane Fire Ant lairs generally consist of a maze-like network of tunnels (about 2-3 ft in diameter) and alcoves (about 6-7ft in diameter).
Lair Actions
While in it's lair, the Arcane Fire Ant takes a lair action to cause one of the following effects; the Arcane Fire Ant can’t use the same effect two rounds in a row:
- Call For Backup - The ant rapidly shakes it's exoskeleton vigorously, making a loud series of clicks. At the start of the ant's next turn (1d4+1) new Oil Ants appear at once from varying locations.
- Burrow - The ant burrows into a wall or floor, leaving no disturbance. While it is hidden like this, it heals 1 hit point per round and can move freely through the ground at one third movement speed.