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)

Fine Vermin (Swarm)
Alignment: Neutral
Initiative: +2
Senses: Darkvision 60 feet, Scent; Perception +0
  Speed: 30 feet, Climb 30 feet
Space: 5 feet
 

Defense

Armor Class: 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
Hit Points: 120 (16d8+48)
Saving Throws: Fort +13, Ref +7, Will +5
swarm traits
Immunity: mind-affecting effects, weapon damage
 

Offense

Melee: swarm (4d6 plus disease, distraction, and blood drain)
Reach: 5 feet
  Special Attacks: Blood Drain (1d4 Con), cling, Distraction (DC 21)
 

Statistics

StrDexConIntWisCha
1 (-5) 14 (+2) 16 (+3) - 11 (+0) 1 (-5)
Base Attack Bonus: +12
CMB -
CMD -
  Feats:
  Skills: Climb +10
  • Racial Modifiers: uses Dex on Climb checks
Languages:
 

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.
 

Ecology

Environment: Temperate Forests
Organization: solitary, pair, or colony (3-6)
Treasure: none

  Tick swarms are merciless blights, able to quickly reduce the larger animal life of a region they infest to blood-drained, diseased husks.