Chikfari CR 4

This bizarre creature resembles a grasshopper but is far, far larger and its hindquarters look much more like that of a reptile rather than an insect.

XP 1,200
N Large magical beast
Init +3; Senses darkvision 60 ft, low-light vision; Perception +2


AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 42 (5d10 +15)
Fort +7, Ref +6, Will +3; DR 5/piercing


Speed 50 ft., climb 30 ft.
Melee bite +8 (1d8+4 plus poison) or kick +8 (2d8+6, Crit x3)
Space 10 ft.; Reach 5 ft.; 10 ft. with kick
Special Attacks chikfari poison, devastating kick


Before Combat A chickfari attempts to remain hidden but within range to leap directly up to an enemy.

During Combat Chikfari use their devastating kick to break up groups of opponents, isolating one enemy to poison before attacking another target.

Morale A chikfari protecting its territory fights to the death, but otherwise retreats when reduced to 10 hp or less.


Str 19, Dex 16, Con 17, Int 6, Wis 14, Cha 11
Base Atk +5; CMB +10 (+12 bull rush); CMD 23
Feats Combat Reflexes, Improved Bull Rush, Power Attack
Skills Acrobatics +8 (+18 when jumping), Climb +18
Languages Undercommon (can’t speak)


Chikfari Poison (Ex)

Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Devastating Kick (Ex)

A chikfari’s massive rear legs are incredibly powerful (dealing +1 ½ its Strength modifier in damage and having a critical range of x3). Whenever a chikfari hits a target of its size or smaller with a devastating kick attack it may make a free bull rush attempt to knock the target away, though the chikfari cannot move with the target if it does.


Environment any
Organization solitary, pair, or clutch (5-10)
Treasure none

Though chikfari (or “kicking insects”) are borderline intelligent creatures in their own right, they remain little more than dangerous beasts due to their short lifespan of barely 10 years. As a result they often build nests near other intelligent subterranean creatures, where they serve as mounts in exchange for food—and often eventually become food themselves well before their natural lifespan.

When hatched, an immature chikfari is nearly fully developed.

They are smaller than their fully grown counterparts, more closely matching a mule in size compared to a full horse. A fully grown chikfari stands 4 feet tall at the shoulder, is approximately 12 feet long, and weighs between 1,200 and 1,400 pounds.

Chickfari Subspecies Other species of chikfari have been identified deep in the underworld. Subterranean chikfari are typically much more vicious than the common surface breeds, though at a glance they can only be identified by coloration. Several of these varieties are known to be able to fly, and some possess more directly threatening abilities (like the zelfari’s ability to shoot the spines off of its legs and to attack its enemies).

Chikfari Types
Species CR Size HD
Star winged insects 2 Medium 3
Sunlight insects 7 Large 9
Tiger insects 9 Large 12
Kicking hissing insects 14 Huge 19
Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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