INSECTOID, ANTOLD
Small Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +0 (Dex)
Speed: 30 ft
AC: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Attacks: Bite +3 melee, short sword -1 melee
Damage: Bite 1d4+2 and poison, short sword 1d6+1
Face/Reach: 5 ft by 5 ft/ 5ft
Special Attacks: Poison, spell-like abilities
Special Qualities: Detect thoughts
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 14, Dex 10, Con 13, Int 8, Wis 10, Cha 9
Skills: Climb +6, Hide +4, Listen +4, Spot +4
Feats: Weapon Focus (short sword)
Climate/Terrain: Any land and underground
Organization: Solitary or colony (3-18)
Challenge Rating: 1
Treasure: 50% standard
Alignment: Usually neutral evil
Advancement: By character class
Antolds are essentially giant ants combined with kobolds. This insectoid moves along the ground by the use of four leg appendages. Near the front, it has two arm-like appendages that allow it to grasp and use small weapons. The creature’s head looks like a kobold’s, but with a set of sharp mandibles.
Antolds have a loose societal structure, more like kobolds than ants. They are independent thinkers, though all come to the defense of their lair. They dig their homes out of soft earth, making mounds much like that of ants. Females are common among the species, and they lay 2-8 eggs after mating.
The insectoids owe their creation to a mad druid-turned-wizard who was obsessed with combining humanoids and insects. By mating giant vermin with evil races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed.
Antolds know Common, and the particularly intelligent ones know Draconic as well.
COMBAT
Antolds like to bite their opponents with their paralytic poison, and then follow up with an attack from a melee weapon. Only antolds with a Wisdom of 12 or higher are able to use spell-like abilities, and even then they may not possess all of those listed below. All antolds have the detect thoughts ability, though, and are thus nearly impossible to surprise.
Poison: Bite, Fortitude save (DC 11); initial damage 1d6 temporary Dexterity, secondary damage 1d4 temporary Dexterity. These effects are cumulative with successive bites, and the damage caused is multiplied by the Hit Dice of the antold.
Spell-Like Abilities: 1/day – message, mirror image, scare, shocking grasp, spider climb. These abilities are as the spells cast by a sorcerer with as many levels as the antold’s Hit Dice +2.
Detect Thoughts (Ex): Antolds have a limited form of telepathy, always active, that resembles the detect thoughts spell. The use of psionics near an antold increased the range of this ability to 40 feet.
ANTOLD CHARACTERS
An antold’s favored class is sorcerer, and antold leaders tend to be sorcerers or sorcerer/rogues. Antold clerics can choose any two of the following domains: Evil, Law, Luck, and Trickery. Most antold spellcasters, however, are adepts.
The antold first appeared in Dragon 32 (“Leomund’s Tiny Hut”, Len Lakofka, 1980?).