Bestiary 2 | Monsters | Swarm | Tick

Swarm, Tick

Cr: 9. Xp: 6,400. Alignment: N. Size: Fine. Creature Type: Vermin. Creature Subtype: swarm.
Init: +2. Senses: darkvision 60 ft., scent; Perception +0. Ac: 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size).
Hp: 120 (16d8+48).
Fortitude: +13. Reflex: +7. Will: +5. Defensive Abilities: swarm traits. Immune: mind-affecting effects, weapon damage.
Speed: 30 ft., climb 30 ft.. Melee: swarm (4d6 plus disease, distraction, and blood drain). Special Attacks: blood drain (1d4 Con), cling, distraction (DC 21). Strength: 1. Dexterity: 14. Constitution: 16. Intelligence: -. Wisdom: 11. Charisma: 1.
Base Attack: +12. Cmb: -. Cmd: &mdash.
Skills: Climb +10. Racial Modifiers: uses Dex on Climb checks.
Environment: temperate forests. Organization: solitary, pair, or colony (3-6). Treasure: none.

Description: The rasping legs of this hideous, shining carpet of fist-sized ticks rattle ominously as the swarm skitters forward.

Special Abilities

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.

Disease

The DC is Constitution-based. Bite:

Bubonic Plague

Tick swarms are merciless blights, able to quickly reduce the larger animal life of a region they infest to blood-drained, diseased husks.