Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Locust, Giant

by Sheldon Morris

Small beast, unaligned
---------------------------------------------------------------------------
Armour Class 14 (natural armour)
Hit Points 9 (2d6 + 2)
Speed 30 ft., jump 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
10 (+0)|13 (+1)|13 (+1)|1 (-5)|5 (-3)|3 (-4)
---------------------------------------------------------------------------
Senses passive Perception 7
Languages -----
Challenge 1/8 (25 XP)
---------------------------------------------------------------------------

Standing Leap. The locust's long jump is up to 50 feet and its high jump is up to 20 feet, with or without a running start.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.

Leaping Charge. Melee Weapon Attack: + 2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage and the target is knocked prone. Instead of fighting, locusts usually attempt to flee by jumping away. Unfortunately, they often jump before determining the best direction to jump in. The locust must make a DC 5 Intelligence check. On a failure, the locust jumps toward a creature within its jump distance. To determine which creature is targeted by the leaping charge when there is one then one available, each creature must make a Charisma (Intimidation) check. The lowest result is targeted by the leaping charge.
---------------------------------------------------------------------------
REACTIONS
Shriek. When the locust is frightened or takes at least one point of damage, it creates a loud shrieking noise to warn other locusts and scare away the threat. This shriek may also attract the attention of other creatures in the vicinity.