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
- 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.
This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.
How publishing works Browse worldsLoading references...