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Giant FleaCreature 3


LargeAnimal
Source Pathfinder #151: The Show Must Go On
Perception +10 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +10, Athletics +9
Str +2, Dex +3, Con +3, Int -5, Wis +1, Cha -4

AC 19; Fort +12; Reflex +12; Will +4;
HP 50
Speed 30 feet
Immunities disease

Proboscis One Action +10 (+5, +0) to hit 1d8+4 Piercing

Flea Fever (disease)

Drain from flea fever can't be reduced or recovered from naturally until the disease is cured.

Saving Throw DC 18 fortitude

Stage 1 Drained 1 (1d4 hours)

Stage 2 drained 1 and Sickened 1 (1 day)

Stage 3 Drained 2 and sickened 1 (1 day)

Stage 4 Drained 3 and sickened 1 (1 day)

Stage 5 dead

Suck Blood One Action

Requirements The giant flea's last action was a successful proboscis Strike


Effect The giant flea drinks the creature's blood. The victim becomes Drained 1 and the flea regains 5 healing HP.


Giant fleas are commonly found in areas containing hardy megafauna, such as dinosaurs or mammoths.


Fleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.