Long spines jut from the legs and back of this enormous cricket.
Giant Ground Cricket CR 2
XP 600
N Medium vermin
Init +2; Senses darkvision 60 ft.; Perception +0
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d8+8)
Fort +6, Ref +3, Will +1
Defensive Abilities spines; Immune mind-affecting effects
Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee bite +5 (1d8+3)
Str 15, Dex 14, Con 15, Int â, Wis 11, Cha 2
Base Atk +3; CMB +5; CMD 17 (25 vs. trip)
Skills Acrobatics +2 (+10 when jumping), Climb +10; Racial Modifiers +8 Acrobatics when jumping
Any creature attacking a giant ground cricket with a natural attack or unarmed strike must succeed at a DC 14 Reflex save or take 1d4 points of piercing damage.
The save DC is Constitution-based.
Environment temperate forests
Organization solitary, pair, or colony (3â12)
Treasure none
As large as a wolf, this bulky, massive cricket has spines on its legs, back, abdomen, and head. These crickets are generally not hostile, but they protect their burrows against invasion. When agitated, a giant ground cricket secretes yellowish-green blood from its joints. This blood has a foul odor that wards off predators. Giant ground crickets stand about 2-1/2 feet tall, are approximately 5 feet long, and weigh roughly 80 pounds.
Pathfinder Adventure Path #116: Fangs of War © 2017, Paizo Inc.; Authors: Ron Lundeen, with John Compton, Adam Daigle, Crystal Frasier, Michelle Jones, and Mark Moreland.