Greetings, Ramblers! Paris Crenshaw, here, with a new creature to liven up your Pathfinder RPG campaign. I'm stepping in for Mike Welham this week, while he works on something that I think you'll really like. In the meantime, I hope you enjoy my offering for this installment of Frightful Fridays.
I recently stumbled across information about this wonderfully horrid creature from real life: the armored ground cricket. Several species of this cricket are found throughout the plains of Africa, and its numerous defensive adaptations have fascinated scientists for many years. Of course, I saw those adaptations as a wonderful opportunity to turn a small nuisance into a crawling, chirping horror. (RPG design does have its perks, after all.)
Photo courtesy of mantidboy via Flickr
GIANT ARMORED GROUND CRICKET CR 2
XP 600
N Small vermin
Init +1; Senses darkvision 60 ft., scent; Perception +0
Aura noxious blood (30 ft., DC 13, 10 rounds, when
wounded or autohemorrhaging)N Small vermin
Init +1; Senses darkvision 60 ft., scent; Perception +0
DEFENSE
AC 16, touch 11, flat-footed 15; (+1 Dex, +4 natural, +1 size)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +1
Resist acid 5; Immune mind-affecting affect
OFFENSE
Speed 30 ft., climb 10 ft.
Melee bite +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (15-ft. line, 1d6 acid damage plus nausea, Reflex DC 13 for half damage, usable every 1d4 rounds), disturbance stridulation (DC 13), powerful bite, spiny armor
STATISTICS
Str 15, Dex 12, Con 14, Int —, Wis 10, Cha 5
Base Atk +2; CMB +3; CMD +6
Skills Climb +10, Acrobatics +2 (+10 when jumping)
SQ bile coating, vermin traits
ECOLOGY
Environment warm plains
Organization solitary, orchestra (3-8), swarm (11-100)
Treasure none
SPECIAL ABILITIES
Autohemorrhaging (Ex): Armored crickets can squeeze their noxious blood out of seams in their exoskeletons, creating a stench aura as if they have been wounded.
Bile Coating (Ex): Armored ground crickets spit their acidic bile onto their forelimbs and spread it over their entire bodies. This coating makes them taste horrible to predators and deals 1 point of acid damage to anyone who strikes them with unarmed strikes or natural weapons. Anyone grappling with an armored cricket takes 1 point of acid damage per round.
Bile Coating (Ex): Armored ground crickets spit their acidic bile onto their forelimbs and spread it over their entire bodies. This coating makes them taste horrible to predators and deals 1 point of acid damage to anyone who strikes them with unarmed strikes or natural weapons. Anyone grappling with an armored cricket takes 1 point of acid damage per round.
Breath
Weapon (Ex): Once every 1d4 rounds, as a standard
action, a cricket can expel a 15-foot line of acidic bile that deals 1d6 points
of acid damage (DC 13 Reflex save for half damage). Targets struck by the
stream must also make a DC 13 Fortitude save or become nauseated. Both save DCs
are Constitution-based.
Disturbance
Stridulation (Ex): Crickets use vestigial wings beneath their shield-like carapaces to
make a variety of sounds, both to warn predators and attract mates. When they
are surprised or threatened, they can, as a swift action, unleash a powerful
blast of sound, causing all creatures within a 30-foot radius to become shaken as
a sonic, mind-affecting effect. Creatures within 10 feet are also deafened for
1d4 rounds. A DC 13 Will save negates the shaken condition. A DC 13 Fort save is required to negate the deafened condition. Each overlapping area from additional crickets increases the save DC by +2.
A creature that saves cannot be affected by that cricket’s stridulation for 24
hours. The save DC is Constitution-based.
Noxious
Blood (Ex): An armored cricket’s blood smells so disgusting that all living
creatures (except other crickets) within 30 feet of a wounded cricket must
succeed on a DC 13 Fortitude save or be sickened for 10 rounds. Creatures that
successfully save cannot be affected by the same cricket’s blood for 24 hours.
A delay poison or neutralize poison spell removes the
effect from the sickened creature. Creatures with immunity to poison are
unaffected, and creatures resistant to poison receive their normal bonus on
their saving throws.
Powerful
Bite (Ex): An armored ground cricket’s bite attack always applies 1-1/2
times its Strength modifier on damage rolls and threatens a critical hit on a
roll of 19–20. When the cricket bites an object, its bite treats the object as
having a hardness of 5 less than the object's actual hardness rating.
Spiny Armor (Ex): An armored cricket’s exoskeleton is very strong and studded with spikes that deal 1d4 points of piercing damage to any creature striking it with a non-reach melee weapon, an unarmed attack, or a natural weapon. Any creature that grapples a cricket takes 2d4 points of piercing damage each round the grapple persists.
In lands where the seasons are
extremes of long, hot dryness, broken by annual rains that awaken dormant seeds
into brilliantly flowering life, armored ground crickets are usually nothing
more than pests. Their natural defenses protect them from most predators, but their
penchant for cannibalism and inability to fly helps keep the population under
control.