Flea, Giant
A hideous, dog-sized flea leaps about on long, gangly legs. The sharp, jagged edges of its jaws greedily clatter for blood.
Flea, Giant (CR 1/2)
Small VerminAlignment: Neutral
Initiative: +2
Senses: Darkvision 60 feet; Perception +0
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 13, touch 13, flat-footed 11 (+2 Dex, +1 size)Hit Points: 5 (1d8+1)
Saving Throws: Fort +3, Ref +2, Will +0
Damage Reduction: 5/slashing
Immunity: disease, mind-affecting effects
Offense
Melee: bite +2 (1d4+1 plus disease)Reach: 5 feet
Special Attacks: disease
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 13 (+1) | - | 11 (+0) | 6 (-2) |
CMB +0
CMD 12
Feats:
Skills: Acrobatics +0 (+20 when jumping)
- Racial Modifiers: +20 Acrobatics when jumping
Special Qualities: uncanny leap
Special Abilities
Disease (Ex)
Bite-injury; save Fort DC 11; onset 1d3 days; frequency 1 day; effect 1 Con damage; cure 1 save. The save DC is Constitution-basedUncanny Leap (Ex)
As a full-round action, a giant flea can jump up to 120 feet. A flea can treat this jump as a charge, as long as the leap is made in a straight line.Ecology
Environment: Any Land or UndergroundOrganization: solitary, cluster (2-6), or colony (7-12)
Treasure: none
Much like their smaller cousins, giant fleas are hemophagous insects that live in any kind of environment where they can feed upon blood. These creatures possess surprising agility and strength. Able to leap great distances, they flit about mindlessly, looking for easy prey.
A giant flea can go for several months without feeding, but then gorges after such a fast. A witch can take a giant flea as a familiar. Like all vermin, a giant flea gains 1 point of Intelligence when it becomes a familiar.
A giant flea familiar grants its master a +3 bonus on Fortitude saves against disease.