Armor Class
20
(Un-armored defense)
Hit Points
272
(16d12 + 80)
Speed
40 ft., Fly 40 ft.
STR
21
(+5)
DEX
20
(+5)
CON
20
(+5)
INT
8
(-1)
WIS
8
(-1)
CHA
8
(-1)
Saving Throws
STR +9, DEX +9, CON +9
Damage Resistances
All
Condition Immunities
Charmed, Frightened, Paralyzed, Prone, Stunned
Senses
Blindsight 10 ft, Passive Perception 10
Languages
Common
Challenge
9 (5,000 XP)
Proficiency Bonus
+4
Traits
Eternal Rage: Cricket is always on the rage state.
Annoying Fly: Cricket can stay in the same place as a enemy, if she does so, she has +5 AC against that enemy. Also, if another enemy fails its hit against Cricket by 5 or more, it hits the enemy instead.
Iron Wing: Even in harsh weather or magical effects, Cricket can fly at 5 ft height.
Flight: While flying, ignore difficult terrain.
Battle Tempo: Every turn that Cricket attacks the same target, she deals +10 more damage per attack after the first.
Sentinel:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Actions
Multiattack: Cricket makes two Great Axe Attacks.
Great Axe. Melee Weapon Attack: +11 to hit, reach 1 ft., one target. Hit: 17 (1d12 + 11) magical slashing damage.
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