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<blockquote data-quote="the Jester" data-source="post: 5758602" data-attributes="member: 1210"><p>A new one- the cave cricket. </p><p></p><p><strong><span style="font-size: 15px">CAVE CRICKET</span> </strong></p><p><strong> Source:</strong> S4 The Lost Caverns of Tsojcanth.</p><p> </p><p>Cave crickets are giant jumping crickets found in subterranean areas. Although they are not hostile, they can sometimes be dangerous, as they are easily disturbed by light or sound and can cause confusion or injuries, as their powerful legs are capable of delivering a powerful kick.</p><p> </p><p>Cave crickets can be found in nearly any underground environment. They have migrated across the Underdark and entered the Shadowdark and Feydark, where they evolved into new and more dangerous forms than their mundane forebears. </p><p></p><p><strong>Giant Cave Cricket Level 6 Minion Skirmisher </strong> </p><p>Small natural beast (insect) XP 63 </p><p>HP 1; a missed attack never damages a minion Initiative +9</p><p>AC 20; Fortitude 18; Reflex 19; Will 18 Perception +3</p><p>Speed 6 Darkvision</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Kick * At Will</p><p> Attack: Melee 1 (one creature); +11 vs. AC.</p><p> Hit: 7 damage.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Hop * At Will</p><p> Effect: The cricket jumps up to 4 squares.</p><p>---</p><p>Str 10 Dex 19 Wis 10</p><p>Con 10 Int 2 Cha 8 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Cave Cricket Swarm Level 10 Skirmisher </strong></p><p>Large natural beast (insect, swarm) XP 500 </p><p>HP 98; Bloodied 49 Initiative +12</p><p>AC 24; Fortitude 22; Reflex 23; Will 22 Perception +7</p><p>Speed 6 Darkvision</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks</p><p></p><p>TRAITS </p><p>Kicking Swarm * Aura 1</p><p> Each creature that ends its turn in the aura takes 5 damage.</p><p></p><p>Swarm</p><p> The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. </p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Hopping Swarm * At Will</p><p> Attack: Melee 1 (one creature); +15 vs. AC.</p><p> Hit: 2d8+4 damage, and the swarm may shift up to 3 squares, ignoring difficult terrain.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Crickets in All Directions (zone) * Recharge 5 6</p><p> Requirement: The swarm must be bloodied.</p><p> Trigger: The swarm takes damage from a close or area attack.</p><p> Effect (Immediate Reaction: The swarm is removed from play, creating a zone of hopping, panicked crickets in a close burst 2. Any creature that ends its turn within the zone is blinded until the start of its next turn. At the start of the swarm's next turn, the zone ends and the swarm reappears in a space of its choice within the zone. </p><p>---</p><p>Str 10 Dex 21 Wis 15</p><p>Con 10 Int 2 Cha 8 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Vampire Cricket Level 11 Minion Skirmisher </strong></p><p>Small shadow beast XP 150 </p><p><em> Cave crickets that came to dwell in the Shadowfell have developed a taste for blood. Over many generations, these insects have become far more dangerous than their natural kin.</em></p><p>HP 1; a missed attack never damages a minion Initiative +12</p><p>AC 25; Fortitude 22; Reflex 24; Will 23 Perception +8</p><p>Speed 6 Darkvision</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Kick * At Will</p><p> Attack: Melee 1 (one creature); +16 vs. AC.</p><p> Hit: 10 damage.</p><p></p><p>(melee) Bite * At Will</p><p> Attack: Melee 1 (one creature); +16 vs. AC.</p><p> Hit: 8 damage and the vampire cricket grabs the target (escape DC 13). </p><p> Sustain Standard: The cricket sustains the grab and the target takes 11 damage.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Hop * At Will</p><p> Effect: The cricket jumps up to 4 squares.</p><p>---</p><p>Str 10 Dex 21 Wis 16</p><p>Con 13 Int 2 Cha 8 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 5758602, member: 1210"] A new one- the cave cricket. [B][SIZE="4"]CAVE CRICKET[/SIZE] Source:[/B] S4 The Lost Caverns of Tsojcanth. Cave crickets are giant jumping crickets found in subterranean areas. Although they are not hostile, they can sometimes be dangerous, as they are easily disturbed by light or sound and can cause confusion or injuries, as their powerful legs are capable of delivering a powerful kick. Cave crickets can be found in nearly any underground environment. They have migrated across the Underdark and entered the Shadowdark and Feydark, where they evolved into new and more dangerous forms than their mundane forebears. [B]Giant Cave Cricket Level 6 Minion Skirmisher [/B] Small natural beast (insect) XP 63 HP 1; a missed attack never damages a minion Initiative +9 AC 20; Fortitude 18; Reflex 19; Will 18 Perception +3 Speed 6 Darkvision STANDARD ACTIONS (mbasic) Kick * At Will Attack: Melee 1 (one creature); +11 vs. AC. Hit: 7 damage. MOVE ACTIONS Hop * At Will Effect: The cricket jumps up to 4 squares. --- Str 10 Dex 19 Wis 10 Con 10 Int 2 Cha 8 Alignment unaligned Languages - [B]Cave Cricket Swarm Level 10 Skirmisher [/B] Large natural beast (insect, swarm) XP 500 HP 98; Bloodied 49 Initiative +12 AC 24; Fortitude 22; Reflex 23; Will 22 Perception +7 Speed 6 Darkvision Resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks TRAITS Kicking Swarm * Aura 1 Each creature that ends its turn in the aura takes 5 damage. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. STANDARD ACTIONS (mbasic) Hopping Swarm * At Will Attack: Melee 1 (one creature); +15 vs. AC. Hit: 2d8+4 damage, and the swarm may shift up to 3 squares, ignoring difficult terrain. TRIGGERED ACTIONS Crickets in All Directions (zone) * Recharge 5 6 Requirement: The swarm must be bloodied. Trigger: The swarm takes damage from a close or area attack. Effect (Immediate Reaction: The swarm is removed from play, creating a zone of hopping, panicked crickets in a close burst 2. Any creature that ends its turn within the zone is blinded until the start of its next turn. At the start of the swarm's next turn, the zone ends and the swarm reappears in a space of its choice within the zone. --- Str 10 Dex 21 Wis 15 Con 10 Int 2 Cha 8 Alignment unaligned Languages - [B]Vampire Cricket Level 11 Minion Skirmisher [/B] Small shadow beast XP 150 [I] Cave crickets that came to dwell in the Shadowfell have developed a taste for blood. Over many generations, these insects have become far more dangerous than their natural kin.[/I] HP 1; a missed attack never damages a minion Initiative +12 AC 25; Fortitude 22; Reflex 24; Will 23 Perception +8 Speed 6 Darkvision STANDARD ACTIONS (mbasic) Kick * At Will Attack: Melee 1 (one creature); +16 vs. AC. Hit: 10 damage. (melee) Bite * At Will Attack: Melee 1 (one creature); +16 vs. AC. Hit: 8 damage and the vampire cricket grabs the target (escape DC 13). Sustain Standard: The cricket sustains the grab and the target takes 11 damage. MOVE ACTIONS Hop * At Will Effect: The cricket jumps up to 4 squares. --- Str 10 Dex 21 Wis 16 Con 13 Int 2 Cha 8 Alignment unaligned Languages - [/QUOTE]
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