The tiny insectoid creature has a silvery gray coloring that seems to blend with its background, almost as if it is actually fading from view.
Phase Flea CR 2
Str 8, Dex 18, Con 16, Int 7, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 14 (22 vs. trip)
Feats Dodge, Improved Initiative B, Weapon FinesseB
Skills Acrobatics +8 (+28 to jump), Perception +6; Racial Modifiers +20 Acrobatics to jump
If a phase flea hits with a touch attack, it uses its many legs to attach itself to the opponent’s body. While the phase flea loses its Dexterity bonus to AC and has an AC of 13, it gains a +12 racial bonus to CMD checks while attached. An attached flea can be struck with a weapon or removed by an opposed CMB attack to pluck it free. On a critical failure (a roll of 1) the flea’s head snaps off in the victim and continues to drain blood for 1d8 more rounds. The head can be removed with a successful DC 18 Heal check.
A phase flea drains blood, dealing 1d3 points of Constitution damage in any round it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and leaps away to digest the meal. At Constitution 0 the host dies and the phase flea detaches. If it has yet to deal 4 points of Constitution damage, it seeks a new host.
Because of their tiny size, up to four phase fleas can occupy the same 5–foot space.
A phase flea can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).
Environment any temperate or warm and underground
Organization cluster (6–10) or swarm (20–40)
Phase Flea from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.