Giant TickCreature 1
Perception +6 (darkvision)
Languages none
Skills Athletics +6, Stealth +6
Str +1, Dex +3, Con +4, Int -5, Wis +1, Cha -5
AC 16; Fort +9; Reflex +6; Will +4;
HP 20
Speed 15 feet (climb 15 feet)
Hypostome
+8 (+3, -2) to hit (finesse) 1d6+1 PiercingAttach
When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to Grabbing the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is Off-Guard while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 bleed damage. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage.
Blood Drain
Requirements The giant tick is attached to a creature
Effect The giant tick uses its hypostome to drain blood from the creature it's attached to. This deals 1d4 untyped damage, and the giant tick gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant tick is Drained 1 until it receives healing (of any kind or amount).
Tick Fever (disease)Saving Throw DC 17 fortitude
Onset 1 day
Stage 1 Enfeebled 1 (1 day)
Stage 2 Enfeebled 2 (1 day)
This grotesque tick is the size of a dog and scurries with surprising speed.
Traits
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.
AnimalAn 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.