Giant part IV – (COTCG)
Swarms of giant crickets can devastate large landscapes. If left unchecked, the crickets’ gluttinous nature results in acres of foilage devoured. In the Grove, the large amount of natural predators keeps these creatures in check.
The crickets’ legs lock in and use tension to increase their jump distance dramatically. Giant crickets are the primary mode of travel for scouts among crystalshard goblins because of their lack of danger and useful movement abilities.
Music in the Night
At night, swarms of giant crickets use the hairs on their heads to create a chirping sound. In large quantities, the sound of these giant crickets can even overpower the crashing of a waterfall.
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
|8 (-1)||15 (+2)||12 (+1)||2 (-4)||7 (-2)||3 (-4)|
Senses Blindsight 30 ft. Passive Perception 8
Challenge 1/2 (100 XP)
Jump. The Giant Cricket’s jump distance is tripled.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) slashing damage.
The exoskeleton of the giant flee is famous for its ability to take in many blows. Its main offensive ability stems from this defensive prowess, as it launches itself towards its adversary with extreme speed.
Body of Crystal
The Flea’s defensive prowess comes from its reproductive cycle. The larvae hatch of the Giant Flea grows up encased in crystal. The essence of the crystal mutated the larvae during their hatching period, granting them supernatural defenses. The Giant Flea’s diet has also changed, as they now sustain themselves upon crystal, rather than blood.
The carapace of the Giant Flea causes it to be aware of presences it can not perceive. If a Giant flea notices changes in wind pressure or other minor sensory changes, it will generally try to pinpoint its location to then jump away in the opposite direction.
The legs of the Giant Flea work much like the ones of the Giant Cricket, as they also use a locking mechanism to build up and release pressure upon their joints. This way, they make their heavy bodies soar close over the ground.
Medium beast, unaligned
Armor Class 16 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 25 ft.
|16 (+3)||10 (0)||15 (+2)||1 (-5)||7 (-2)||3 (-4)|
Damage Immunities Bludgeoning
Senses Minor blindsight 60ft. Passive Perception8
Challenge 2 (450 XP)
Jump. The Giant Flea’s jump distance is tripled.
Bodyslam. The Giant Flea launches itself in a straight line up to 60 feet in a direction it chooses before falling to the ground, stopping early if it impacts against a solid surface. If the Giant Flea hits a creature, the creature must succeed on a DC 13 Dexterity saving throw. On a failed save, the Giant Flea collides with the creature, dealing 14 (3d8) bludgeoning damage. If the target succeeds on the saving throw, the Giant flea continues its path uninterrupted.