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    Tick Swarm

    The rasping legs of this hideous, shining carpet of fist-sized ticks rattle ominously as the swarm skitters forward.

    Tick Swarm CR 9

    XP 6,400
    N Fine vermin (swarm)
    Init
    +2; Senses darkvision 60 ft., scent; Perception +0

    DEFENSE

    AC 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
    hp
    120 (16d8+48)
    Fort
    +13, Ref +7, Will +5
    Defensive Abilities
    swarm traits
    Immune
    mind-affecting effects, weapon damage

    OFFENSE

    Speed 30 ft., climb 30 ft.
    Melee
    swarm (4d6 plus disease, distraction, and blood drain)
    Special Attacks
    blood drain (1d4 Con), cling, distraction (DC 21)

    STATISTICS

    Str 1, Dex 14, Con 16, Int —, Wis 11, Cha 1
    Base Atk
    +12; CMB —; CMD
    Skills Climb +10; Racial Modifiers +8 Climb, uses Dex on Climb checks

    SPECIAL ABILITIES

    Cling (Ex)

    If a creature leaves a tick swarm’s square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several ticks cling to the victim. A creature with ticks clinging to it takes swarm damage at the end of its turn each round. As a full round action, the creature can remove the ticks with a DC 20 Reflex save. At least 10 points of damage from any area effect destroys all clinging ticks. The save DC is Dexterity-based.

    Disease (Ex)

    Bubonic Plague: Bite—injury; save Fort DC 21; onset 1 day; frequency 1/day; effect 1d4 Con damage, 1 Cha damage, fatigue; cure 2 consecutive saves.

    The DC is Con-based.