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Giant Ground Cricket

Long spines jut from the legs and back of this enormous cricket.

Giant Ground Cricket CR 2

Source Pathfinder #116: Fangs of War pg. 84
XP 600
N Medium vermin
Init +2; Senses darkvision 60 ft.; Perception +0

Defense

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d8+8)
Fort +6, Ref +3, Will +1
Defensive Abilities spines; Immune mind-affecting effects

Offense

Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee bite +5 (1d8+3)

Statistics

Str 15, Dex 14, Con 15, Int —, Wis 11, Cha 2
Base Atk +3; CMB +5; CMD 17 (25 vs. trip)
Skills Acrobatics +2 (+10 when jumping), Climb +10; Racial Modifiers +8 Acrobatics when jumping

Ecology

Environment temperate forests
Organization solitary, pair, or colony (3–12)
Treasure none

Special Abilities

Spines (Ex) Any creature attacking a giant ground cricket with a natural attack or unarmed strike must succeed at a DC 14 Reflex save or take 1d4 points of piercing damage. The save DC is Constitution-based.

As large as a wolf, this bulky, massive cricket has spines on its legs, back, abdomen, and head. These crickets are generally not hostile, but they protect their burrows against invasion. When agitated, a giant ground cricket secretes yellowish-green blood from its joints. This blood has a foul odor that wards off predators. Giant ground crickets stand about 2-1/2 feet tall, are approximately 5 feet long, and weigh roughly 80 pounds.