Giant Tick, Minor (CR 1)
Initiative: +7 (+3 Dex, Improved Initiative); Senses: darkvision 60 ft.
AC: 17 (+3 Dex, +1 size, +3 natural), touch 14, flat-footed 14
Hit Dice: 2d8 (9 hp)
Fort +3, Ref +6, Will +3
Speed: 5 ft.
Space: 3 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Bite +1
Full Attack: Bite +1
Damage: Bite 1d4-2
Special Attacks/Actions: Blood drain, disease
Abilities: Str 8, Dex 16, Con 10, Int -, Wis -, Cha 3
Special Qualities: Vermin traits
Feats: Improved Initiative
Skills: Hide +5 and Jump +3
Climate/Terrain: Any forest; underground
Organization: Swarm (3-12)
Blood drain (Ex): If a tick scores a successful hit, it has sunk its mouth-tube into its victim. The tube causes some initial damage. Each round thereafter, the tick begins to feed, draining 1d6 points of damage through blood drain per round, until it has drained an amount equal to its own maximum hit point total, at which point it simply drops off and attempts to scuttle away. Ticks must be severely burned, killed, or immersed in water to force them off prior to satiation.
Disease (Ex): Some 50% of ticks are carriers of disease (see Disease).
Giant ticks hide in the branches of trees, or within hidden niches on cavern walls and ceilings, waiting to drop onto unsuspecting victims. They attack by "biting" - actually a long, mouth-like tube which they insert into their targets.
Giant ticks are huge forms of the common bloodsucking insect.