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Myrmecoleon: The Starving Beast of Contradictions

Myrmecoleon
Create

The Myrmecoleon is an eerie fusion of two vastly different creatures. Its head is that of a lion, complete with a golden mane, sharp fangs, and fierce eyes that radiate the predatory intelligence of a king of beasts. But beneath this regal, commanding face, its body is a grotesque insectoid shell—long, segmented, and black, much like a monstrous ant. It has six spindly legs, two thick and lion-like in the front, and four delicate, insectoid limbs in the back. The Myrmecoleon’s bloated abdomen pulses with hunger, a constant reminder of the impossible duality of its nature.

Behaviour:

The Myrmecoleon is a creature of desperation, constantly at odds with itself. Its lion instincts push it to hunt—prowling with a steady, predatory grace—but its insect-like mandibles and gut make it incapable of eating meat. Instead, it can only digest grains and plant matter, which its lion nature rejects. Driven by hunger, it paces restlessly, trying to consume whatever it can find, whether plant or animal, only to be thwarted by its incompatible digestive needs. It is a being of frustration, constantly yearning for the hunt but unable to fulfill its cravings.

Habitat:

The Myrmecoleon is found in arid, desolate environments, places where both lions and ants are common. It haunts dry plains, savannahs, and barren deserts, lingering near ant colonies, drawn to the grains and seeds they store, yet never able to live among them. It also wanders near lion prides, seeking the hunt but forever forbidden from partaking in the feast. The Myrmecoleon lives on the fringes, never fully belonging to either world.

Modus Operandi:

The Myrmecoleon hunts like a lion, stalking its prey with stealth and patience. When it attacks, it pounces with the power of a lion but lacks the strength to kill or eat its prey properly. Its insectoid mouth cannot consume meat, leaving it to starve despite its success. In desperation, it tries to feed on grains, fruit, and sap, but its lion instincts refuse to accept such a diet. The creature is locked in a cycle of futile hunting and starvation, with each meal a cruel reminder of its dual nature.

Motivation:

The Myrmecoleon is driven by an unquenchable hunger—both literal and existential. It is a creature caught between two worlds, unable to fulfill its most basic need for sustenance. Some believe it is a cursed being, punished for a transgression unknown, doomed to suffer as an allegory of nature’s mistakes. Others claim it represents the futility of attempting to belong to two conflicting realities. Whatever its origin, the Myrmecoleon’s motivation is clear: it is forever searching for food, forever hungry, and forever denied the satisfaction it craves.

  • Myrmecoleon 5e
  • Myrmecoleon, Pathfinder
Myrmecoleon
Create

Large Beast, Neutral


Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)6 (-2)12 (+1)14 (+2)

Saving Throws DEX +5, CON +8
Skills Perception +4, Stealth +5
Damage Resistances Psychic, Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Common and Sylvan, but cannot speak
Challenge 8 (3,900 XP)


TRAITS

Hunger of Two Worlds

The Myrmecoleon’s digestive system is an unnatural hybrid, unable to properly process meat or grain. As a result, it suffers disadvantage on saving throws against Poison and Necrotic damage, and cannot benefit from healing potions or any healing effects that rely on food. It also takes 1d6 necrotic damage at the start of its turn if it has not consumed at least 5 pounds of food or drink in the last 24 hours.

Dual Nature

The Myrmecoleon’s body is split between lion and ant physiology. It can take actions or reactions only in ways that benefit its hybrid form. For example, it may use its Ant-Lion Charge to pounce like a lion, but it can only consume non-lion food (e.g., grains or water), despite its lion instincts. This causes its actions to often be chaotic and unpredictable.

Keen Smell

The Myrmecoleon has advantage on Wisdom (Perception) checks that rely on smell.


ACTIONS

Multiattack

The Myrmecoleon makes three attacks: one with its Lion’s Bite, one with its Ant Mandibles, and one with its Claws.

Lion’s Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 19 (2d10 + 5) piercing damage.

Ant Mandibles

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 5) slashing damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. If the target is Medium or smaller, it must succeed on a DC 16 Strength saving throw or be grappled by the Myrmecoleon (escape DC 16). The Myrmecoleon can only grapple one creature at a time.


REACTIONS

Counterstrike of Desperation

When the Myrmecoleon is hit by a melee attack, it can use its reaction to make an immediate Ant Mandibles attack against the attacker. If this attack hits, the target is additionally poisoned until the end of its next turn.


LEGENDARY ACTIONS

The Myrmecoleon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Myrmecoleon regains spent legendary actions at the start of its turn.

  • Ant-Lion Charge (Costs 1 Action). The Myrmecoleon dashes up to its speed in a straight line. If it moves at least 20 feet in a straight line and ends within 5 feet of a creature, it can use its Lion’s Bite attack against that creature.
  • Sniff Out Prey (Costs 1 Action). The Myrmecoleon can make a Perception check (with advantage if tracking prey by smell).
  • Frustrated Roar (Costs 2 Actions). The Myrmecoleon lets out a horrible, mixed roar and chitter. Each creature within 15 feet must make a DC 15 Wisdom saving throw or become frightened of the Myrmecoleon until the end of its next turn.

TACTICS

Myrmecoleon
Create

The Myrmecoleon uses its Dual Nature to confuse opponents by unpredictably switching between its lion and ant instincts. It begins combat by attempting to ambush or charge using its Ant-Lion Charge to engage in melee, hoping to grapple weaker opponents and inflict damage with its Lion’s Bite.

If cornered, the Myrmecoleon relies on Frustrated Roar to disorient and frighten foes, allowing it to retreat to more advantageous positions. It will often try to pick off the weakest target first, using its Claws to maintain a grapple while chewing on smaller prey.

Despite its massive size and strength, the Myrmecoleon’s nature makes it unrelenting but unpredictable. It will rarely stop moving, using the terrain around it to its advantage—skittering up walls or around obstacles with Climb to attack from surprising angles.


SPELLS

The Myrmecoleon is not inherently magical but uses its abilities in a way that mimics the effects of magic. When dealing with creatures of the natural world, it can use the following abilities, as if they were innate magical powers:

  • Ant Colony Call (Recharge 5-6). The Myrmecoleon calls upon its connection to the ant world, summoning a swarm of ants to surround its enemies. The swarm appears within 15 feet of the Myrmecoleon and can attack a creature with a DC 14 Dexterity saving throw. On a failed save, the target takes 3d6 piercing damage, half on a success.

ENVIRONMENTAL INTERACTIONS

The Myrmecoleon thrives in places of natural decay—dry deserts, open plains, and deep caves. Its hybrid nature allows it to utilize its environment in unique ways, both as a predator and a scavenger. It uses its Keen Smell to track prey across long distances and can hide in plain sight amidst other creatures of its habitat, like ants or lions.

Terrain: The Myrmecoleon can climb walls and rocky surfaces, which can create additional unpredictability in combat. It prefers to attack when it has high ground or an elevated position to pounce upon its prey, though it often fails to consume its kills because of its dietary incompatibilities.


LEGENDARY RESISTANCES (2/Day)

If the Myrmecoleon fails a saving throw, it can choose to succeed instead.


TREASURE

The Myrmecoleon hoards items related to both lions and ants: scraps of meat, bones, and grains. It rarely partakes in eating them, though, instead stockpiling its finds in secluded, hidden caves. Treasure might include gems embedded in its lair walls, remnants of once-powerful hunters who succumbed to its hunger.

Myrmecoleon
Create

This towering beetle-like horror has thick carapace segments and massive mandibles that leak sizzling acid.

Source Bestiary 4 pg. 198
Originally posted in Archives of Nethys

This monstrous, insect-like beast resembles a huge beetle with gleaming black armored plates. Around its head and neck the chitin forms a great mane of jagged spikes. Its insides swirl with acidic juices.

Myrmecoleons live in remote areas where they claim large territories of wilderness as their hunting grounds. They’re often drawn to far-flung ancient ruins and sites of mythic power, and sometimes act as guardians of such places. This has led some sages to theorize that some myrmecoleons aren’t born but are spontaneously created by sites thrumming with mythic power.

These creatures only rarely interact with others of their kind – and these interactions usually end in brutal and destructive death matches. Myrmecoleons are cannibals and readily eat those they defeat. When fighting, these insects put on great displays to intimidate rivals or other threats.

Myrmecoleons are known to roll in the corpses of their prey, impaling the bodies upon their carapaces and leaving them there to rot. Why they perform this gruesome act remains unknown. Those who have studied the creature to understand its rudimentary intelligence hypothesize that it might be some sort of a display to showcase its strength to others of its kind, or even be one part of an elaborate mating ritual.


Mythic Myrmecoleon CR 10/MR 3
XP 9,600

N Huge magical beast (mythic)

Init -2; Senses darkvision 60 ft., Low-Light Vision; Perception +9
DEFENSE
AC 24, touch 6, flat-footed 24 (-2 Dexterity, +18 natural, -2 size)

hp 135 (10d10+80)

Fort +12, Ref +7, Will +4

Defensive Abilities ferocity; DR 5/epic; Immune acid
OFFENSE
Speed 30 ft., burrow 20 ft., Climb 20 ft.

Melee mandibles +14 (4d8+9/19-20 plus grab)

Space 15 ft., Reach 15 ft.

Special Attacks blood drain (1d2 Constitution), constrict (4d8+9), death throes, mythic power (3/day, surge +1d6), scalding spray, trample (2d8+9, DC 21)
STATISTICS
Strength 23, Dexterity 6, Constitution 20, Intelligence 2, Wisdom 13, Charisma 5

Base Atk +10; CMB +18 (+22 grapple); CMD 24 (28 vs. grapple, 32 vs. trip)

Feats Improved Critical (mandibles), Lightning Reflexes, Power AttackM, Shatter Defenses, Weapon FocusM (mandibles)

Skills Climb +22, Perception +9
SPECIAL ABILITIES
Death Throes (Ex) When a myrmecoleon is slain, its body explodes, releasing the acids that churn within it. All creatures within a 20-foot-radius burst take 4d8 acid damage (Reflex DC 20 half). The save DC is Constitution-based.


Scalding Spray (Ex) Once every 1d4 rounds, a myrmecoleon can eject a 60-foot cone of acidic chemicals from its mouth. Creatures caught in the blast take 8d6 points of acid damage and are blinded for 10 minutes (Reflex DC 20 half damage and negates blindness). Following the initial blast, the chemicals vaporize into a thick and noxious cloud 20 feet high with a 40-foot radius. Within the cloud, all sight is obscured beyond 5 feet. Furthermore, any living creature within the area of effect must succeed at a DC 20 Fortitude save or become nauseated for as long as it remains in the cloud and for 1d4+1 rounds after it leaves the cloud. Any creature that succeeds at its save but remains in the cloud must continue to save each round on the myrmecoleon’s turn. This is a poison effect. The save DCs for this ability are Constitution-based.
ECOLOGY
Environment temperate plains or hills

Organization solitary

Treasure none

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