Library / Bestiary
Tick, Giant
CR
1.00
Vermin
N
Small
HD 2
This dog-sized tick has a grotesquely bulbous body and a thin head equipped with hooked mandibles.
Description
In areas where large creatures like megafauna or dinosaurs dwell, the giant tick behaves much like its smaller kin—it lies in wait in the undergrowth, and when a suitable host passes by, it drops onto the body to feed. In other areas, these vermin are much more aggressive, and actively hunt smaller prey like dogs, livestock, or even humanoids. A giant tick drains blood quickly, but once it has caused 6 points of Constitution damage, it drops off, sated, to crawl away to digest. A giant tick is 3 feet long and weighs 50 pounds.
Combat Stats
HP
13 (2d8+4)
AC
16, touch 11, flat-footed 16 (+5 natural, +1 size)
Init
+0
Speed
20 ft., climb 20 ft.
Fort
+5
Ref
+0
Will
+0
BAB
+1
CMB
+0 (+8 grapple)
CMD
10 (22 vs. trip)
- Melee
- bite +2 (1d4 plus grab, attach, and disease)
- Racial Modifiers
- +4 Stealth
Ability Scores
str
11
+0
dex
10
+0
con
15
+2
int
-
wis
11
+0
cha
2
-4
Special Attacks
blood drain (1 Constitution)
Special Abilities
Universal Monster Rules
Attach
(bite)
Ex
from Universal Monster Rule
The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check. Most creatures with this ability have a racial bonus to maintain a grapple (listed in its CMB entry).
Blood Drain
(1 Constitution)
Ex
from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Grab
(bite)
Ex
from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Special Abilities
And Disease
(bite)
from rider
Skills
Climb +8, Stealth +8
Details
- Type
- Vermin
- Alignment
- N
- Size
- Small
- Environment
- temperate forests
- Organization
- solitary, pair, cluster (3-6), or nest (7-12)
- Treasure
- none
- Senses
- darkvision 60 ft., scent; Perception +0
- Source
- Bestiary 2
Tags
OGL 1.0a Notice.
Pathfinder-derived Open Game Content on this page is used under the
Open Game License v1.0a and Section 15 notice.