Size:
± Small
Type:
± Vermin
Form:
Temper:
# App:
± solitary, cluster (2-6), or colony (7-12)
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 5
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30 ft.
Climb/Arboreal:
± 10 ft.
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 2e
Ability
Flea Fever
(disease) Drain from flea fever can't be reduced or recovered from naturally until the disease is cured. Saving Throw DC 18 Fortitude; Stage 1 drained 1 (1d4 hours), Stage 2 drained 1 and sickened 1 (1 day), Stage 3 drained 2 and sickened 1 (1 day), Stage 4 drained 3 and sickened 1 (1 day), Stage 5 dead
Ability
Suck Blood
Circumstance: The giant flea's last action was a successful proboscis Strike;
The giant flea drinks the creature's blood. The victim becomes drained 1 and the flea regains 5 HP.
Offense
Melee
Circumstance: combat round (melee)
proboscis +12 [+7/+2], Damage 1d8+4 piercing plus Suck Blood and flea fever
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Immunity
disease
Perception
low-light vision
scent (imprecise) 30 feet
Actions/Abilities/Traits: Pathfinder 2e