Cave Cricket
template:monster.4
unique_game_id: 6b5ec708-f242-5aac-b6b0-d732c8e3a496

1000 trained XP · 10 SP spent · Beast; beast. A skittish food animal that can become a distracting defensive swarm when trapped.
Creature Profile
- D&D 2024 source — Boar: D&D Wiki
| Field | Value |
|---|---|
| Creature type | Beast |
| Faction | Iron Compact |
| Job class | Beast |
| Encounter role | A skittish food animal that can become a distracting defensive swarm when trapped. |
| Size | Medium |
| Base size | 5 ft. diameter |
| Typical disposition | Instinctive or handler-directed |
| Languages or signals | None; instinct and trained signals only |
Health and Resources
| Value | Rating |
|---|---|
| Hit dice | 1 |
| Average hit points | 3.5 |
| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |
Attributes
Mind
| Field | Value |
|---|---|
| IQ | +3% |
| EQ | +3% |
| Will | +8% |
| Reflexes | +10% |
| Perception | +10% |
Body
Traits
Cave Adapted
Ignores ordinary darkness and natural rough-ground penalties in its home tunnels.
Embodiment Properties
properties/physicality
| Property | Value |
|---|---|
| Base size | 5 ft. diameter |
| Walking movement | 5 ft/s |
properties/resistances
All unlisted
- Defense bonus: +0%
- Meaning: No typed armor
Add the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See Embodiment Properties.
properties/senses
Common Sight
- Range and conditions: See canonical method
- Effect or limit: Ordinary visual range and obstruction rules.
Common Hearing
- Range and conditions: See canonical method
- Effect or limit: Ordinary auditory range and obstruction rules.
Skills and Combat Checks
Attack Skills
toHit = Stat + Skill + Buff Bonus - Debuff Bonus
Untrained weapon or effect Skill
- Type: proficiency
- Stat: REFLEXES
- Stat bonus: +10%
- Skill bonus: +0%
- Buff Bonus: +0%
- Debuff Bonus: -0%
- Calculation: 10 + 0 + 0 - 0
toHittotal: 10%- SP spent: 0
Defense Skills
Untrained Evasion
- Type: proficiency
- Stat: DEX
- Stat bonus: +10%
- Skill bonus: +0%
- Buff Bonus: +0%
- Debuff Bonus: -0%
- Calculation: 10 + 0 + 0 - 0
- Active
toDefendtotal: 10% - SP spent: 0
None
- Modifier: +0%
- Applies when: While the listed armour or shield can answer the incoming effect
Utility Skills
Awareness and Investigation
- Type: proficiency
- Stat: PERCEPTION
- Path bonus: +5%
- SP spent: 5
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
Perception
- Type: proficiency
- Stat: PERCEPTION
- Path bonus: +9%
- SP spent: 4
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
Movement and Coordination
- Type: proficiency
- Stat: REFLEXES
- Path bonus: +1%
- SP spent: 1
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
The attacker rolls toHit. If it passes, the defender rolls active toDefend and adds applicable passive toDefend modifiers. Roll toEffect only when the offense passes and the defense fails.
Skill Funding Ledger
Assistant-authored draft: Prerequisites funded within the existing budget. Training record.
Awareness and Investigation
- Mind stat: PERCEPTION
- SP / local rating: 5 / +5%
- Path bonus: +5%
- Required parents: None
- Abilities: Trained Use, Practiced Routine, Specialist Edge
Perception
- Mind stat: PERCEPTION
- SP / local rating: 4 / +4%
- Path bonus: +9%
- Required parents: Awareness and Investigation +5%
- Abilities: Trained Use, Practiced Routine
Movement and Coordination
- Mind stat: REFLEXES
- SP / local rating: 1 / +1%
- Path bonus: +1%
- Required parents: None
- Abilities: Trained Use
Path bonuses use one applicable root-to-specialization path; unrelated branches do not stack.
Skill Total Summary
| Field | Value |
|---|---|
| Trained XP | 1000 |
| Total Skill Points | 10 |
| Spent | 10 |
| Unspent | 0 |
Attack Actions
Basic attack
- Cost: 2 ticks; 2 Stamina
- Target / range: One target in weapon or natural reach
- Attack Skill: Untrained weapon or effect Skill
toEffect/ result:1d6 toEffect. standard single-target damage.
Defense Actions
Defend
- Trigger: A passed
toHittargets this creature - Cost: Normal defense opportunity
- Defense Skill: Untrained Evasion
- Result / limits: Add passive
toDefend(currently +0% from None); success prevents the hit unless stated otherwise.
Utility Actions
Startle Swarm
- Cost: 1 ticks; 1 Stamina
- Target / range: Self and one adjacent creature
- Check: Contested DEX, 1d6
- Result / limits: Move 2 cubes through occupied spaces toward cover. On a hit the adjacent creature takes -1d6 on its next action from the distracting swarm; this does not deal damage.
Passives and Effects
No additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.
Equipment
- None. Natural attacks and movement are included in the actions above.
Carried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.
Running the Creature
- Job expression: A skittish food animal that can become a distracting defensive swarm when trapped.
Assistant-authored draft — appearance / signals: The crevice falls quiet before the colony is visible; scattered feet brush the stone.
- Opening / goal: Feeds near the existing moss, lichen and scraps until the approach disturbs it.
- Response: Escapes through cracks; a cornered colony uses its existing swarm action.
- Morale: An open crevice, smoke or sudden light redirects the frightened colony.
- Social approach: Leave a way out rather than crowd it away from its eggs.
- Knowledge: The silence warns workers that something has disturbed this part of the passage.
Behavior
- Routine: Clusters in dark crevices near moss, lichen, and food scraps; a colony falls silent when it senses vibration or a nearby predator.
- When threatened: Scatters from light and open fighting. A cornered swarm leaps across faces and exposed food before escaping into cracks.
- Morale and de-escalation: It fights only when trapped, protecting eggs, or driven into a feeding frenzy; smoke, sudden light, or an open crevice makes it flee.
Harvest and Crafting
Cricket meal and chitin
- Check: IQ (Survival) + DEX
- Time: 10 minutes
- Yield: 2 feed portions
- Crafting uses: Ration flour, beast feed, bait, or light chitin filler
- Failure consequence: A failed harvest scatters the colony and yields only 1 bait portion.
Harvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.
Habitat and Organization
This creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.
Where Found
Canonical Links
Maps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.