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 Vermin
Alignment: 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

StrDexConIntWisCha
12 (+1) 15 (+2) 13 (+1) - 11 (+0) 6 (-2)
Base Attack Bonus: +0
CMB +0
CMD 12
  Feats:
  Skills: Acrobatics +0 (+20 when jumping) Languages:
  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-based

Uncanny 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 Underground
Organization: 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.