Tick, Giant (3pp)

Giant ticks appear as 3-foot long ticks. They are otherwise similar to normal ticks.

Giant Tick CR 1

XP 400
N Small vermin
Init +0; Senses darkvision 60 ft., scent; Perception +0

DEFENSE

AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 9 (2d8)
Fort +3, Ref +0, Will +0
Immune vermin traits

OFFENSE

Speed 10 ft.
Melee bite +2 (1d4 plus attach and disease)
Special Attacks blood drain

STATISTICS

Str 11, Dex 10, Con 11, Int –, Wis 10, Cha 2
Base Atk +1; CMB +0 (+4 grapple); CMD 10 (18 vs. trip)
Skills Climb +4; Racial Modifiers +4 Climb

SPECIAL ABILITIES

Blood Drain (Ex)

A giant tick drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches crawls off to digest the meal. If its victim dies before the giant tick’s appetite has been sated, the giant tick detaches and seeks a new target.

Disease (Ex)

Fifty percent of all giant ticks carry and deliver red ache with a bite attack. Roll individually for each giant tick in the cluster or nest.

Red ache: Bite–injury; save Fort DC 11; onset 1d3 days; frequency 1 day; effect 1d6 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

ECOLOGY

Environment Temperate Forests
Organization Cluster (3-6) or nest (7-12)
Treasure None

Section 15: Copyright Notice

Giant Tick from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.

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