Tick, Giant
This dog-sized tick has a grotesquely bulbous body and a thin head equipped with hooked mandibles.
Tick, Giant (CR 1)
Small VerminAlignment: Neutral
Initiative: +0
Senses: Darkvision 60 feet, Scent; Perception +0
Speed: 20 feet, Climb 20 feet
Space: 5 feet
Defense
Armor Class: 16, touch 11, flat-footed 16 (+5 natural, +1 size)Hit Points: 13 (2d8+4)
Saving Throws: Fort +5, Ref +0, Will +0
Immunity: mind-affecting effects
Offense
Melee: bite +2 (1d4 plus Grab, attach, and disease)Reach: 5 feet
Special Attacks: Blood Drain (1 Constitution)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 15 (+2) | - | 11 (+0) | 2 (-4) |
CMB +0 (+8 Grapple)
CMD 10 (22 vs. Trip)
Feats:
Skills: Climb +8, Stealth +8
- Racial Modifiers: +4 Stealth
Special Abilities
Grab (Ex)
A giant tick can grab targets of any size, and has a +8 racial bonus on grapple checks rather than the normal +4 bonus most creatures with grab possess.Disease (Ex)
Red ache: Bite-injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d6 Str damage; cure 2 consecutive saves. The DC is Constitution-based.Ecology
Environment: Temperate ForestsOrganization: solitary, pair, cluster (3-6), or nest (7-12)
Treasure: none
In areas where large creatures like megafauna or dinosaurs dwell, the giant tick behaves much like its smaller kin-it lies in wait in the undergrowth, and when a suitable host passes by, it drops onto the body to feed.
In other areas, these vermin are much more aggressive, and actively hunt smaller prey like dogs, livestock, or even humanoids. A giant tick drains blood quickly, but once it has caused 6 points of Constitution damage, it drops off, sated, to crawl away to digest.
A giant tick is 3 feet long and weighs 50 pounds.