Mammoth Flea

CR: 2 XP: 600


N Large vermin


Init: +3 Senses: darkvision 60 ft. Perception: +0


Defense

AC: 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)


hp: 22 (4d8+4)


Fort: +5 Ref: +4 Will: +1


Defensive Abilities: DR 5/slashing


Immune: disease, mind-affecting effects


Offense

Speed: 30 ft.


Melee: bite +4 (1d8+3 plus blood drain and disease)


Space: 10 ft. Reach: 10 ft.


Special Attacks: blood drain (1d2 Con), disease


Statistics

Str: 13 Dex: 17 Con: 13 Int: — Wis: 11 Cha: 6


Base Atk: +3 CMB: +6 CMD: 19


Feats: Dodge


Skills: Acrobatics +0 (+20 when jumping), Racial Modifiers +20 Acrobatics when jumping


SQ: uncanny leap (see giant flea)


Ecology

Environment: temperate forests, hills, mountains, or plains


Organization: solitary, pair, or cluster (3–8)


Treasure: none


Description

Disease (Ex) Bite—injury; save Fort DC 13; onset 1d3 days; frequency 1 day; effect 1 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Mammoth fleas are fierce predators.

They require vast amounts of blood to survive, though once full, they can survive for months before needing to feed again. For this reason, they seek larger prey like cows and horses, and plague agrarian communities that raise herd animals.

A mammoth flea’s bite is excruciatingly painful, and leaves behind a raised, ring-shaped scar.

Source: Pathfinder Roleplaying Game Bestiary 4