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Flea, Giant Flea

A hideous, dog-sized flea leaps about on long, gangly legs. The sharp, jagged edges of its jaws greedily clatter for blood.

Giant Flea CR 1/2

Source Bestiary 4 pg. 99
XP 200
N Small vermin
Init +2; Senses darkvision 60 ft.; Perception +0

Defense

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
DR 5/slashing; Immune disease, mind-affecting effects

Offense

Speed 30 ft.
Melee bite +2 (1d4+1 plus disease)
Special Attacks disease

Statistics

Str 12, Dex 15, Con 13, Int —, Wis 11, Cha 6
Base Atk +0; CMB +0; CMD 12
Skills Acrobatics +0 (+20 when jumping); Racial Modifiers +20 Acrobatics when jumping
SQ uncanny leap

Ecology

Environment any land or underground
Organization solitary, cluster (2–6), or colony (7–12)
Treasure none

Special Abilities

Disease (Ex) Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1 day; effect 1 Con damage; cure 1 save. The save DC is Constitution-based.

Uncanny Leap (Ex) As a full-round action, a giant flea can jump up to 120 feet. A flea can treat this jump as a charge, as long as the leap is made in a straight line.

Description

Much like their smaller cousins, giant fleas are hemophagous insects that live in any kind of environment where they can feed upon blood. These creatures possess surprising agility and strength. Able to leap great distances, they flit about mindlessly, looking for easy prey. A giant flea can go for several months without feeding, but then gorges after such a fast.

A witch can take a giant flea as a familiar. Like all vermin, a giant flea gains 1 point of Intelligence when it becomes a familiar. A giant flea familiar grants its master a +3 bonus on Fortitude saves against disease.

Creatures in "Flea" Category

NameCR
Giant Flea1/2
Mammoth Flea2