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♻ Remixed from Silt-Skimmer Soldier

Silt-Skimmer Worker

Medium Monstrosity, Lawful Evil


Armor Class 13 (natural armor)

Hit Points 18 (4d8)

Speed 30 ft. swim 50 ft.

STR 14 (+2)
DEX 14 (+2)
CON 10 (+0)
INT 3 (-4)
WIS 10 (+0)
CHA 5 (-3)

Skills Perception +2

Damage Resistances acid

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12

Languages โ€”

Challenge 1/2 (100 XP) Proficiency Bonus +2


Surface Skimmer. The worker can move across the surface of calm water as if it were solid ground, provided it moves at least 10 feet on its turn. It doesn't sink or need to make an ability check to remain atop the water. If it ends its turn without moving at least 10 feet, or if it is knocked prone while on the water, it sinks and must swim normally.
Hydrophobic Chitin. The worker's iridescent chitin sheds water and silt. Difficult terrain caused by shallow water, mud, silt, or coral doesn't cost it extra movement.
Amphibious Silt-Strider. The worker can breathe air and water.
Colony Obedience. The worker has advantage on saving throws against being charmed or frightened while it is within 60 feet of a Silt-Skimmer Queen or at least two other silt ants.

Actions

Mandible. Melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be grappled. Until this grapple ends, the worker can't use this attack against another target.
Acid-Flecked Bite. Melee weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the worker. Hit: 5 (1d6+2) piercing damage, plus 2 (1d4) acid damage. The target must succeed on a DC 11 Constitution saving throw or be unable to regain hit points until the start of the worker's next turn.
Green Acid Spit (Recharge 5-6). The worker spits glowing green acid at one creature it can see within 20 feet. The target must make a DC 11 Dexterity saving throw, taking 3 (1d6) acid damage on a failed save, or half as much damage on a successful one.

Reactions

Waterline Scramble. When a creature the worker can see misses it with a melee attack, the worker moves up to 10 feet across water or toward a space containing coral, rubble, mud, or shallow water without provoking opportunity attacks.

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"It walked on the sea as though the waves had been laid there for its convenience." โ€” Maelin Orr, harbor watch report

Lore & Description

Appearance

A Silt-Skimmer Worker is a human-sized ant with a graceful, narrow body built for gliding across water. Its dark, iridescent chitin shifts between deep teal and black as it moves, each hydrophobic plate beading with seawater. Slender jointed legs spread its weight across the surface of calm waves, while sharp black compound eyes reflect the sky like polished obsidian. Light ocean spray curls around its feet as its antennae trace invisible pheromone trails toward the colony.

Behavior & Origins

Silt-Skimmer Workers maintain the drowned colony's flooded tunnels, gather shellfish and carrion, and ferry larvae between submerged chambers. Unlike the heavier soldiers, workers can cross open water without disturbing its surface, allowing them to scout ship hulls and mark new foundations for expansion. The harbor of Blackwake has begun finding perfect lines of drying footprints across the morning tide, all leading toward the barnacle-covered wreck called the Drowned Bell. The colony wants the wreck cleared so its queen can claim the bell's hollow interior as a new nursery.

Running Silt-Skimmer Worker

Tactics

The worker begins by spitting acid at a distant or lightly armored target, then skims rapidly across the water to grapple an isolated creature with its mandible. It uses Waterline Scramble to circle around foes and retreat across the surface while nearby workers converge. If bloodied, it flees toward the nearest submerged tunnel or colony member; it fights to the death only when protecting larvae or carrying a pheromone-marked object back to the queen.

DM Tips

  • Telegraph the workers with tiny lines of footprints across calm water, beads of water rolling off dark chitin, and clicking antennae beneath the sound of the surf.
  • Play them as tireless laborers rather than berserkers: they ignore distractions, briefly inspect useful objects, and immediately resume the task assigned by their colony.
  • The Surface Skimmer trait works best when the battlefield includes pools, flooded docks, or calm coastal water; rough waves or strong wind can naturally limit its usefulness.
  • For a weaker party, remove the Acid-Flecked Bite's healing-prevention rider; for a stronger party, add a Silt-Skimmer Soldier or have workers emerge from beneath a ship hull in coordinated waves.

Loot

  • Hydrophobic Chitin Shard — A dark teal plate that sheds water even after being removed. An artisan can fashion it into a waterproof case, a shield boss, or a component for gear meant to function underwater.
  • Pheromone Relay Gland — A translucent gland that releases a faint clicking scent when crushed, potentially allowing an investigator to track or lure nearby silt ants.
  • Drowned Bell Silt-Marker — A bead of green resin found among the worker's collected materials. It bears the colony's mark and points toward the submerged wreck called the Drowned Bell.

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Generation Info

Original prompt:
"A D&D 5e monster reference card printed on aged parchment paper, combining fantasy art and a clean stat block. The artwork shows a human-sized worker ant standing gracefully on the surface of calm ocean water near a ship hull. Dark iridescent teal and black hydrophobic chitin, slender legs, sharp black compound eyes, and light ocean spray. Beside the artwork is a formatted D&D 5e stat block titled 'Silt-Skimmer Worker', displaying AC 13, HP 18, Speed 30 ft / Swim 50 ft, Surface Skimmer trait, an"

Created: Sep 4, 2026
Modified: Sep 11, 2026

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