Cave Crickets
CaveCricket.png

Cave Cricket

Small beast


Armour Class 15 (natural armour)
Hit Points 36 (8d6 + 7)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 2 (-4) 8 (-1) 6 (-2)

Skills Perception +3
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses tremorsense 120 ft., passive Perception 9
Languages none
Challenge 1/2 (100 XP)


Compound Eyes and Keen Sense of Smell. The cave cricket has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Standing Leap. The cricket’s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Horn. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Cave Cricket Hunter

Small beast


Armour Class 15 (natural armour)
Hit Points 54 (12d6 + 12)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Skills Perception +6
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses tremorsense 120 ft., passive Perception 9
Languages none
Challenge 2 (450 XP)


Compound Eyes and Keen Sense of Smell. The cave cricket has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Standing Leap. The cricket’s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The cave cricket hunter makes two attacks with its horn and one with its bite.

Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Horn. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Cave Cricket Piercer

Small beast


Armour Class 15 (natural armour)
Hit Points 90 (20d6 + 20)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Skills Perception +8
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses tremorsense 120 ft., passive Perception 9
Languages none
Challenge 4 (450 XP)


Compound Eyes and Keen Sense of Smell. The cave cricket has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Standing Leap. The cricket’s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The cave cricket hunter makes two attacks with its horn and one with its bite.

Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Horn. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Glowing Cave Cricket

Small beast


Armour Class 15 (natural armour)
Hit Points 110 (20d6 + 40)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 2 (-4) 20 (+0) 6 (-2)

Skills Perception +10
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses tremorsense 120 ft., passive Perception 20
Languages none
Challenge 5 (1,800 XP)


Compound Eyes and Keen Sense of Smell. The cave cricket has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.

Radioactive Glow. The glowing cave cricket sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Standing Leap. The cricket’s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The cave cricket hunter makes two attacks with its horn and one with its bite.

Bite. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and 4 (1d8) radiation damage.

Horn. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and 4 (1d8) radiation damage.

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