Encounters: Anauroch - The Sword - Deep Desert (Day)
Swarm, Ant (CR 1/2)
AC: 19 (+8 size, +1 Dex), touch 19, flat-footed 18
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +1, Will +0
Speed: 10 ft., climb 10 ft.
Space: 10 ft./0 ft.
Base Attack +0; Grapple -
Full Attack: Swarm
Damage: 1d6 plus poison
Special Attacks: Distraction, poison
Abilities: Str 1, Dex 12, Con 10, Int -, Wis 11, Cha 2
Special Qualities: immunity to weapon damage, swarm traits, vermin traits
Skills: Climb +9 and Survival +0 (+4 when tracking by scent)
Advancement: 2-4 HD (Fine)
Climate/Terrain: Warm forests or plains
Organization: Solitary, army (2-8 swarms), or colony (11-20 swarms)
Row upon row of ants carpet the ground before you as they march on your position.
An ant swarm is a marching army of ants.
Although most swarms do not advance in Hit Dice, different species of ant swarms, fire ants, army ants, velvet ants, etc. are tougher than others are and may have different Hit Dice. Some species may not have poison. Ant swarm statistics may also be used to represent termite swarms.
An ant swarm marches toward any living prey it encounters and devours it.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 10 (DC 11 for 2-3 HD ant swarms, DC 12 for 4 HD ant swarms) Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 10 (DC 11 for 2-3 HD ant swarms, DC 12 for 4 HD ant swarms), initial and secondary damage 1d2 Str (1d4 Str for 3-4 HD ant swarms). The save DC is Constitution-based.
Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. Ant swarms are immune to all weapon damage. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
An ant swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Ant swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on an ant swarm, treat the swarm as a creature of Fine size. Wind effects deal 1d6 points of nonlethal damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.
Skills: Ant swarms have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. An ant swarm uses its Dexterity modifier instead of its Strength modifier for Climb checks. An ant swarm can always choose to take 10 on Climb checks, even if rushed or threatened.