Cave Cricket

This creature appears to be a giant cricket, about the size of a dog. Its body is pale gray in color.
 

Cave Cricket (CR 1/2)

Small Vermin
Alignment: Neutral
Initiative: +0
Senses: Darkvision 60 feet; Perception +2
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 15, touch 11, flat-footed 15 (+4 natural, +1size)
Hit Points: 5 (1d8+1)
Saving Throws: Fort +3, Ref +0, Will +0
Immunity: mind-affecting effects
 

Offense

Melee: 2 kicks +2 (1d3+1)
Reach: 5 feet
  Special Attacks: chirp
 

Statistics

StrDexConIntWisCha
13 (+1) 10 (+0) 12 (+1) - 10 (+0) 7 (-2)
Base Attack Bonus: +0
CMB +0
CMD 10 (18 vs. Trip)
  Feats:
  Skills: Acrobatics +0 (+10 when jumping), Perception +2 Languages:
  Special Qualities: leap

 

Special Abilities

Chirp (Ex)

Creatures within 20 feet of a chirping cave cricket cannot be heard unless they scream. Spellcasters in the area must succeed on a DC 11 Concentration check to successfully cast a spell. The chirping increases the chance of wandering monsters by 30%. The check DC is Constitution-based.

Leap (Ex)

A cave cricket is a natural leaper and gains a +10 racial bonus to Acrobatics checks when jumping.
 

Ecology

Environment: Underground
Organization: solitary or cluster (2-5)
Treasure: none

  Cave crickets are larger versions of normal crickets and, much like the smaller crickets they resemble, are relatively harmless. The cave cricket's chirping can be heard to a range of 300 feet. Cave crickets are about 3 feet long.
  Cave crickets are mostly harmless, noisy insects and rarely attack living creatures. If attacked, a cave cricket uses its powerful legs to kick its opponents before hopping away.
  Credit The Cave Cricket originally appeared in the First Edition module S4 The Lost Caverns of Tsojcanth (© TSR/Wizards of the Coast, 1982) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.
  Copyright Notice Author Scott Greene, based on original material by Gary Gygax.

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