Antloids (Dark Sun) | New Monsters for Fifth Edition

Antloids are giant ants that inhabit huge warrens in the Athasian desert. Their species has evolved through an adapted specialization which gives certain antloids special powers. There are four different groups: workers, soldiers, dynamis, and queens; each group fulfills a specialized task within antloid society.

Antloid Worker

Large monstrosity (antloid), unaligned


Armor Class 13 (natural armor)

Hit Points 19 (3d10 + 3)

Speed 30 ft., burrow 30 ft.


Abilities Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 2 (-4) Wis 10 (+0), Cha 4 (-3)


Skills Perception +4

Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 14

Languages

Challenge 1/2 (100 XP)


Keen Sight. The antloid has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).

 

Antloid Soldier

Large monstrosity (antloid), unaligned


Armor Class 16 (natural armor)

Hit Points 45 (6d10 + 12)

Speed 40 ft., burrow 40 ft.


Abilities Str 16 (+3), Dex 16 (+3), Con 14 (+2), Int 2 (-4) Wis 13 (+1), Cha 6 (-2)


Skills Perception +5

Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 15

Languages

Challenge 2 (450 XP)


Keen Sight. The antloid has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Multiattack. The antloid makes two attacks with its bite. It can make a single melee weapon attack with its stinger in place of one of its bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13).

Stinger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and if the target is a creature it must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage become poisoned for 1 minute.

 

Antloid Dynamis

Large monstrosity (antloid), unaligned


Armor Class 13 (natural armor)

Hit Points  52 (7d10 + 14)

Speed 30 ft., burrow 30 ft.


Abilities Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 5 (-3) Wis 15 (+2), Cha 7 (-2)


Saving Throws Wis +4

Skills Perception +6, Stealth +4

Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 16

Languages

Challenge 1 (200 XP)


 

Chameleon Carapace. The antloid can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Keen Sight. The antloid has advantage on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionics). The antloid’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with ranged attacks). It can cast the following spells, requiring no components:

  • At will: acid splash, chill touch
  • 1/day: death field (see below)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).

Command Antloids (Recharge 5-6). The antloid telepathically commands up to five antloids with an Intelligence score of 3 or less that it can see within 30 feet of it. The commanded antloids can use their reaction to make a single weapon attack.

 

Antloid Queen

Huge monstrosity (antloid), unaligned


Armor Class 9

Hit Points 85 (9d12 + 27)

Speed 5 ft.


Abilities Str 20 (+5), Dex 8 (-1), Con 17 (+3), Int 3 (-4) Wis 13 (+1), Cha 10 (+0)


Saving Throws Con +5, Wis +3, Cha +2

Skills Perception +5

Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 15

Languages

Challenge 4 (1,100 XP)


Keen Sight. The antloid has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15).

Pheromones (1/Day). The queen emits a cloud of pheromones. Choose one of the following effects:

  • Every antloid within 60 feet of the queen is affected by attraction pheromones for 1 minute. While affected, an antloid has advantage on melee weapon attacks rolls and attack rolls against them have advantage, as well.
  • Each hostile creature within 60 feet of the queen must succeed on a DC 13 Constitution saving throw or take 21 (6d6) psychic damage and become frightened. A creature immune to poison automatically passes its saving throw.

Reaction

Redirect Attack. When a creature the antloid queen can see targets it within an attack, the queen chooses another antloid within 5 feet of her that is also within 5 feet of the attacker. The antloid takes the damage instead.

 

Death Field

2nd-level necromancy

Casting Time: 1 action

Range: Self (20-foot radius)

Components: V

Duration: Instantaneous

A death field is a life-sapping region of negative energy. Each creature within range must make a Constitution saving throw, taking 4d8 necrotic damage on a failed saving throw or half as much on a successful one. Then, you take 2d8 necrotic damage. The damage you take ignores resistance and immunity.

 

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