Giant Tick
CR: 1 XP: 400
N Small vermin
Init: +0 Senses: darkvision 60 ft., scent Perception: +0
Defense
AC: 16, touch 11, flat-footed 16 (+5 natural, +1 size)
hp: 13 (2d8+4)
Fort: +5 Ref: +0 Will: +0
Immune: mind-affecting effects
Offense
Speed: 20 ft., climb 20 ft.
Melee: bite +2 (1d4 plus grab, attach, and disease)
Special Attacks: blood drain (1 Constitution)
Statistics
Str: 11 Dex: 10 Con: 15 Int: — Wis: 11 Cha: 2
Base Atk: +1 CMB: +0 (+8 grapple) CMD: 10 (22 vs. trip)
Skills: Climb +8, Stealth +8, Racial Modifiers +4 Stealth
Ecology
Environment: temperate forests
Organization: solitary, pair, cluster (3–6), or nest (7–12)
Treasure: none
Description
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.
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.
