Chirp. Creatures within 20 feet of a chirping cave cricket can’t be heard unless they scream. Spellcasters in the area must make a successful DC 9 Con saving throw to cast a spell correctly. Failure indicates the spell is not cast, but the slot is not expended. The chirping doubles the chance of wandering monsters, if applicable.
Multiattack: The cave cricket kicks twice.
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) [bludgeoning] damage.
Description
Organization: Solitary or cluster (2-5)
Cave crickets are larger versions of normal crickets and, like the smaller crickets they resemble, they are mostly harmless. Their chief danger comes from chirping, which they do when alarmed, because other monsters recognize that sound as indicating there might be fresh prey nearby. The chirping travels up to 300 feet through the tunnels and caves where these crickets are normally found.
Cave crickets are about 3 feet long.
These giant insects rarely attack living creatures larger than themselves. If attacked, a cave cricket uses its powerful legs to kick opponents before hopping away.