Giant Flea
CR: 1/2 XP: 200
N Small vermin
Init: +2 Senses: darkvision 60 ft. Perception: +0
Defense
AC: 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp: 5 (1d8+1)
Fort: +3 Ref: +2 Will: +0
Defensive Abilities: DR 5/slashing
Immune: disease, mind-affecting effects
Offense
Speed: 30 ft.
Melee: bite +2 (1d4+1 plus disease)
Special Attacks: disease
Statistics
Str: 12 Dex: 15 Con: 13 Int: — Wis: 11 Cha: 6
Base Atk: +0 CMB: +0 CMD: 12
Skills: Acrobatics +0 (+20 when jumping), Racial Modifiers +20 Acrobatics when jumping
Ecology
Environment: any land or underground
Organization: solitary, cluster (2–6), or colony (7–12)
Treasure: none
Description
SQ uncanny leap 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.
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.
Flea, Mammoth This mammoth flea is size of a horse. Its legs dangle awkwardly from its great, swollen body armored entirely in disfigured plates.
