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    Tick, Giant (3pp)

    Giant ticks appear as 3-foot long ticks. They are otherwise similar to normal ticks.

    Giant Tick CR 1

    XP 400
    N Small vermin
    Init +0; Senses darkvision 60 ft., scent; Perception +0

    DEFENSE

    AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
    hp 9 (2d8)
    Fort +3, Ref +0, Will +0
    Immune vermin traits

    OFFENSE

    Speed 10 ft.
    Melee bite +2 (1d4 plus attach and disease)
    Special Attacks blood drain

    STATISTICS

    Str 11, Dex 10, Con 11, Int --, Wis 10, Cha 2
    Base Atk +1; CMB +0 (+4 grapple); CMD 10 (18 vs. trip)
    Skills Climb +4; Racial Modifiers +4 Climb

    SPECIAL ABILITIES

    Blood Drain (Ex)

    A giant tick drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches crawls off to digest the meal. If its victim dies before the giant tick's appetite has been sated, the giant tick detaches and seeks a new target.

    Disease (Ex)

    Fifty percent of all giant ticks carry and deliver red ache with a bite attack. Roll individually for each giant tick in the cluster or nest.

    Red ache: Bite--injury; save Fort DC 11; onset 1d3 days; frequency 1 day; effect 1d6 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

    Source
    Tome of Horrors Complete
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