loader image
Chapter Progress
0% Complete

Giant Cricket

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.

Springlike Legs

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.

Giant Cricket

Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)15 (+2)12 (+1)2 (-4)7 (-2)3 (-4)


Senses  Blindsight 30 ft. Passive Perception 8
Languages None
Challenge 1/2 (100 XP)

Jump. The Giant Cricket’s jump distance is tripled.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) slashing damage.

Giant Flea

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.

Sensitive Hairs

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.

Heavy Jump

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.

Giant Flea

Medium beast, unaligned

Armor Class 16 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 25 ft.

STRDEXCONINTWISCHA
16 (+3)10 (0)15 (+2)1 (-5)7 (-2)3 (-4)


Damage Immunities Bludgeoning
Senses  Minor blindsight 60ft. Passive Perception8
Languages None
Challenge 2 (450 XP)

Jump. The Giant Flea’s jump distance is tripled.

ACTIONS

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.

You cannot copy content of this page

SUPPORT THE CREATOR

You cannot access this content yet. Upgrade to get access to the Vault's Materials. Click the button down below to get access to a library of Over 300 Hombrew Materials for DnD 5e. TRY THE PLATFORM FOR FREE

SUPPORT THE CREATOR

SUPPORT THE CREATOR

SUPPORT THE CREATOR

SUPPORT THE CREATOR

SUPPORT THE CREATOR

SUPPORT THE CREATOR