Swarm, Tick
Tick swarms are merciless blights, able to quickly reduce the larger animal life of a region they infest to blood-drained, diseased husks.
- HP
- 120 (16d8+48)
- AC
- 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
- Speed
- 30 ft., climb 30 ft.
- Init
- +2
- Melee
- swarm (4d6 plus disease, distraction, and blood drain)
- BAB
- +12
- CMB
- -
- CMD
- &mdash
- Fort
- +13
- Ref
- +7
- Will
- +5 {# monster-refactor-plan-v3.md Bucket B -- resist/immune/vulnerable were never rendered at all before defenses_for_display was wired for Monster (raw immune/weaknesses had no display line either); dr/sr/senses stay as the raw stat-block prose above/below since those already render and this avoids showing the same fact twice. #}
- Defensive Abilities
- swarm traits
- Racial Modifiers
- uses Dex on Climb checks
blood drain (1d4 Con)
Cling — 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.
distraction (DC 21)
Climb +10
- Type
- Vermin
- Alignment
- N
- Size
- Fine
- Environment
- temperate forests
- Organization
- solitary, pair, or colony (3-6)
- Treasure
- none
- Senses
- darkvision 60 ft., scent; Perception +0
- Source
- Bestiary 2
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
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