Pismire

Pismire
CR 4 N Vermin
This giant ant is the size of a small dog. Its carapace is a gleaming yellow and the smell of ozone surrounds it.
Pismires are sometimes referred to as “gold digging ants”, but the truth of the matter is that they are interested in many forms of precious metals. Gold, silver, and copper are all a part of their diets, although they only require trace amounts. These metals infuse their carapace and their nervous system, granting them electrical abilities and the ability to move at lightning speeds for short periods of time. The rest of their diet is carnivorous. As such, they attack travelers and caravans for both their coins and their flesh, and looting a pismire nest in search of their precious gold is an activity fraught with peril.
Pismires are eusocial, like other ants, but have small colonies due to their large size and unique dietary habits. A pismire queen does not leave the nest except in order to mate and found a new colony when she is young, but is certainly capable of defending herself and her brood. A pismire queen is a pismire with the advanced and giant simple templates. Instead of the zip zap special attack, she has a breath weapon, dealing 3d12 electricity in a 30 foot line, usable once every 1d4 rounds (Reflex DC 20). A pismire queen is a CR 6 monster.
Pismire CR 4
XP 1,200
N Small Vermin (earth)
Init +6; Senses blindsense 30 ft., darkvision 60 ft., low-light vision, metal scent, Perception +5
Defense
AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural)
hp 47 (5d10+20)
Fort +7, Ref +6, Will +2
Immune poison; Resist electricity 10
Offense
Speed 30 ft., burrow 10 ft.
Melee bite +8 (1d6+2 plus 1d6 electricity), sting +8 (1d4+2 plus poison)
Special Attacks zip zap
Statistics
Str 14, Dex 15, Con 17, Int 2, Wis13, Cha 5
Base Atk +5; CMB +6; CMD 18 (26 vs. trip)
Feats Blind-fight, Improved Initiative, Toughness
Skills Climb +6, Perception +9, Stealth +10, Survival +7; Racial Modifiers +4 Perception,+4 Survival
Ecology
Environment warm hills
Organization solitary, pair, patrol (3-8) or hive (3-30 plus 1 queen)
Treasure doublestandard
Special Abilities
Metal Scent (Ex) This functions as the scent ability, except that it allows the pismire to detect metallic creatures and objects only. A pismire can distinguish between different kinds of metals with this ability.
Poison (Ex) Sting—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d4 Cha damage; cure 1 save. The save DC is Constitution based.
Zip Zap (Su) A pismire may move up to its speed as a swift action. When it does so, it deals an additional 1d6 points of electricity damage with each of its natural attacks until the start of its next turn, but is staggered on its next turn. A pismire can use this ability three times per day, but must wait 1d4 rounds between uses.