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Skewer Ant

SizeType
Tiny Aberration (Symbiotic (DnD Creature Subtype)
Hit Dice
1d8 (4 hp)
Initiative
+8
Speed 20ft(4 spaces)
Armor Class
17(+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Base AttackGrapple
+4-10
Attack Bite +6 melee (1d6-2 pierce)
Full Attack
Leap +8 melee (1d6-2 pierce)
SpaceReach
2-12ft.5ft
Special Attacks
Leap(Ex), Acid Skewer(Ex)
Special Qualities
Symbiotic traits, telepathy
Saves Fort +0, Ref +4, Will -1
Abilities
Str 6, Dex 18, Con 11, Int 10, Wis 8, Cha 10
Skills Hide+12, Move silently+6
Feats SRDImproved Initiative, SRDWeapon Finesse(bite)
Environment
Underground
Organization
Solitary
Challenge Rating
1(singly) or host+1(when worn)
Treasure
None
Alignment
Usually Lawful Evil
Advancement
Level Adjustment

An unusually large ant sits up on its four back legs revealing its dull red unde
rside. It scurries forward then leaps into the air towards your neck.
The Skewer Ant is a large insectoid creature with six legs and a set of mandible
s. Atop the head of the Skewer Ant is a set of antennae to allows it to find its
way in the dark. These are quite dangerous to unwary travelers as they are very
good at sneaking around in caves then quickly moving to strike with their leap
attack.
Ego Score 3(-1 wis, -2 cha, +2 leap, +2 Acid skewer, +1 telepathy)
Combat
A Skewer Ant can only attach itself to a willingly or helpless host(as a full-ro
und action). In general, a creature either seeks out a Skewer Ant to gain its be
nefits or encounters it accidently. The Skewer Ant wraps its limbs around the ho
st's wrist. The Skewer Ant's body segments become completly rigid and tiny tendr
ils are sent into the flesh bonding to the host's nervous system to communicate
with the host. Attaching or removing deals 1d3 Dexterity damage to the host.
Host Benefit A Skewer Ant acts as a buckler its shell becoming harder than steel
. The buckler form of the Skewer Ant gives a +2 Shield bonus to sheild bonus. Th
e buckler form has no armor check penalty or arcane spell failure. You need not
be proficient with shields to gain the +2 sheild bonus and this doesn't stack wi
th other bonuses from sheilds.
Acid Skewer (Ex) As a move action the Skewer Ant can open its madibles wide and
a green goo oozes from its open mouth. It quickly hardeneds into a sharp iciclelike rod it can be used as a punching dagger. The punching dagger form of the Sk
ewer Ant deals 1d4 pierce damage as a punching dagger of a medium size and an ad
ditional 1d4 acid damage. The Acid Skewer is treated as a punching dagger for pr
oficiency and feats. As a free action the Acid Skewer can be removed from the Sk
ewer Ant the Acid Skewer turns back to ooze and evaporates into nothing.

Leap(Ex) As a full-round action the Skewer Ant can move at full speed then jump
5ft into the air and make a grapple check with a +20 circumstance bonus, the bon
us with the base grapple making it a +10 bonus.
Symbiotic Traits: Symbiotic Subtype
A creature with the Symbiotic subtype is a Symbiotic, independent creatures that
while symbiotic can survive without a host for a limited time. The Symbiotic is
similar to the Symbionts subtype, however there are many small differences.
Traits
A symbiotic possesses the following traits (unless otherwise noted in a creature s
entry):
Attach to host/Remove from host: Both of these usually cause some ability sc
ore damage and maybe some HP damage.
Symbiotic creatures have an Ego Score as determined by mental ability bonuse
s (see below).
Symbiotic creatures need to eat, sleep, and breathe. When attached to a host
this is done when the host eats and sleeps.
Host Dependency:Symbiotic creatures cannot survive without a host for a prol
onged period of time. The symbiotic loses 1 Constitution point every 24 hours it
goes without a host. Constitution Damage done in this fashion can't be regained
through any natural or magical means.
Transfer spell-effects: When the symbiotic is targeted by a spell or spell-l
ike ability(whether it is harmful or helpful) the host is affected instead of th
e symbiotic creature. The symbiotic can't become the target of a spell that was
directed at the host, however, unless the spell or spell-like ability has a targ
et of self, effect personal. Only the host's spells and spell-like abilities aff
ect both the host and symbiotic creature in this manner. No other spellcasters c
an cast spells on the host and the symbiotic creature.
Ego Score: The symbiotic creature gains an Ego Score which determines how st
rong the Symbiotic creature's control over the host's body is. The Ego score is
determined as follow:
The symbiotic creature's Intelligence modifier, Wisdom modifier, and Charism
a modifier are added to together, and this total becomes the base Ego Score.
The Ego modifiers are as follow: for each Extraordinary Ability and special
attack the symbiotic creature posses add 2 to the Ego Score, for each special tr
ait add 1 to the Ego Score (symbiotic traits listed on this page do not count as
special traits for the purposes of the ego score), and if the symbiotic creatur
e has the type Outsider add 4 to the Ego Score.
Ego Vs. Will roll
The Ego score determines how hard it is to resist the mental sways of the symbio
tic creature. When the symbiotic creature doesn't like the host's action it can
attempt an Ego Vs. Will roll. The symbiotic creature rolls 1d20+Ego against a Wi
ll save roll by the host.
Failure of the host results in the symbiotic creature having complete contro
l over the body of the host. (The host can still take purely mental actions). Th
e host can make another Ego vs. Will roll in a number of rounds equal to the sym
biotic creature's ego score (minimum of 1 round) to attempt to regain control.

Success by the host results in the symbiotic creature being unable to attemp
t another Ego vs. Will roll for a number of rounds equal to the symbiotic creatu
re's ego score.

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