Tick Swarm
The rasping legs of this hideous, shining carpet of fist-sized ticks rattle ominously as the swarm skitters forward.
CR: 9 XP: 6,400
N Fine vermin (swarm)
Init: +2 Senses: darkvision 60 ft., scent Perception: +0
Defense
AC: 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
hp: 120 (16d8+48)
Fort: +13 Ref: +7 Will: +5
Defensive Abilities: swarm traits
Immune: mind-affecting effects, weapon damage
Offense
Speed: 30 ft., climb 30 ft.
Melee: swarm (4d6 plus disease, distraction, and blood drain)
Special Attacks: blood drain (1d4 Con), cling, distraction (DC 21)
Statistics
Str: 1 Dex: 14 Con: 16 Int: — Wis: 11 Cha: 1
Base Atk: +12 CMB: — CMD: —
Skills: Climb +10, Racial Modifiers uses Dex on Climb checks
Ecology
Environment: temperate forests
Organization: solitary, pair, or colony (3–6)
Treasure: none
Description
Cling (Ex) If a creature leaves a tick swarm’s square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several ticks cling to the victim. A creature with ticks clinging to it takes swarm damage at the end of its turn each round. As a full round action, the creature can remove the ticks with a DC 20 Reflex save. At least 10 points of damage from any area effect destroys all clinging ticks. The save DC is Dexterity-based.
Disease (Ex) Bubonic Plague: Bite— injury; save Fort DC 21; onset 1 day; frequency 1/day; effect 1d4 Con damage, 1 Cha damage, fatigue; cure 2 consecutive saves. The DC is Con-based.
Tick swarms are merciless blights, able to quickly reduce the larger animal life of a region they infest to blood-drained, diseased husks.
