Skip to main content

Rime Ant Queen

Challenge
Terrain
str
16
dex
10
con
14
int
10
wis
18
cha
8

AC 14 (natural armor), 10 while prone

HP 68 (8d12 + 16; bloodied 34)

Speed 30 ft., burrow 15 ft.


Proficiency +2; Maneuver DC 13

Damage Immunities cold

Senses tremorsense 30 ft., passive Perception 12

Languages — telepathy to 120 ft.


Ice Climb. The ant can climb icy surfaces, including upside down on ceilings, without needing to make an ability check .

Torpor. Over the course of one hour the ant enters hibernation. While in this state it doesn’t require food or drink and remains asleep until awoken by its queen, or its resting place is disturbed. When leaving torpor because it was disturbed, a rime ant is sluggish and suffers disadvantage on any Dexterity or attack rolls on the first round of combat. The Queen can leave the torpor at a time of its choosing when entering the torpor.

Innate Spellcasting . The rime ant queen’s innate spellcasting ability is Wisdom (spell save DC 14, spell attack roll +6). It can innately cast the following spells, requiring no components:
At will: ray of frost , resistance
1/day each: bane , calm emotions , ice storm

Awakening. The queen sends out a telepathic pulse that travels up to 300 ft through the ice. If there is a hibernating group of ants within range they awake from torpor and immediately begin moving towards her as fast as they can.


ACTIONS

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the rime ant can’t use its claws on anyone else. 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the rime ant. Hit: 16 (3d8 + 3) slashing damage. If this damage kills the target, the rime ant severs its head.

Icy Breath (recharge 6). As an action the ant releases a cloud of incredibly cold air in a 30 foot cone. Each creature in the area makes a DC 13 Constitution saving throw , taking 7 (2d6) cold damage on a failure or half damage on a success. In addition, on a failure the creature is coated in a layer of restrictive ice that halves its movement speed until it spends an action to clear it.

 

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.