Medium Monstrosity, Chaotic Neutral
AC 18 (natural armor)    Initiative +1 (11)
HP 93 (11d10 + 33)
Speed 30 ft., Burrow 20 ft., Climb 25 ft.
Mod Save
STR 20 +5 +8
DEX 13 +1 +1
CON 16 +3 +3
Mod Save
INT 9 −1 −1
WIS 10 +0 +0
CHA 10 +0 +0
Vulnerabilities Fire, Lightning
Resistances Bludgeoning and Piercing from nonmagical attacks
Immunities Charmed
Senses Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 10
Languages None
CR 5 (XP 1,800; PB +3)
Traits

 

Confusing Gaze. When a creature starts its turn within 30 feet of the Antlion and can see the Antlion’s eyes, the Antlion can magically force it to make a DC 15 Charisma saving throw, unless the Antlion is incapacitated.

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Antlion until the start of its next turn, when it can avert its eyes again. If the creature looks at the Antlion in the meantime, it must immediately make the save.

Tunneler. The Antlion can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The Antlion makes three attacks: two with its mandibles. and one with its stinger

Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Description

The antlion larva has a robust fusiform body, a very plump abdomen, and a thorax bearing three pairs of walking legs. The prothorax forms a slender mobile "neck" for the large, square, flattened head, which bears an enormous pair of sickle-like jaws with several sharp, hollow projections. The jaws are formed by the maxillae and mandibles (Mouth stinger); the mandibles each contain a deep groove over which the maxilla fits neatly, forming an enclosed canal for injecting venom to immobilize the victim, and Enzymes to digest its soft parts. The larva is clad in forward-pointing bristles which help it to anchor itself and exert greater traction, enabling it to subdue prey larger than itself.

 

Lair and Lair Actions

Sand pit 

Previous Versions

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2/9/2025 6:36:22 PM
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moonwitchkitty

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