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.
