Add a 5 turn cooldown for the teleport and stealth ability of crawlers. As the AI behavior when the player has thick skull for example is just a pain. They sting and hide. And because they usually attack before you do, since they get +100 initiative when they start the fight from stealth and then basically hide in the same turn it makes it a huge pain for players. As they usually just return after one or two turns to sting again and hide again. Plus they hide no matter if the player either…gets poisoned. Doges the ability or block/resist the attack.