Size:
± Small
Type:
± Vermin
Form:
Temper:
# App:
± 1d6
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 10'
Climb/Arboreal:
± 20 ft.
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite
Circumstance: Combat
1d3 + blood drain and disease
Special
Surprise Attack
It typically first attacks by dropping out of a tree or other height when prey walks by, usually with complete surprise. It weighs little when not engorged, so usually the victim does not notice when a tick drops upon them.
Special
Anesthetic Bite
The tick's bite has an anesthetic quality, so the victim must save vs. Poison to notice the bite, which still causes 1d3 points of damage regardless. The GM should roll or otherwise keep results of these savings throws secret.
Special
Blood Drain
Whether or not it is noticed, the tick drains blood for 1d4 points of damage every subsequent turn until either the victim dies or 20 such points of damage are drained. The hit points drained are not immediately noticed until the attached tick is realized. Each turn the victim may save again to notice the attached tick. After draining the mentioned 20 hit points from a target (or the target dies), the tick will drop off to finish its breeding cycle. An attached tick does not need to roll morale.
Special
Difficult to Remove
The tick is very durable and difficult to remove. Using brute force requires a Strength ability check (see Ability Rolls section of the Basic Fantasy RPG Core Rules), but this will cause an additional 1d4 points of damage to the attached victim. Even killing the tick will not cause its head to be removed, so even with extreme care and taking over ten minutes will still cause the victim 1 additional point of damage during the process. Applying fire to a still-live tick may cause it to release the character (the tick may save vs. Death Ray with failure causing the tick to drop off) but will often cause the afflicted character 1d3 points of damage in the process.
Special
Disease
Giant ticks carry disease. Anyone bitten must save again vs. Poison or else be afflicted with an illness that causes the loss of 1 point of Constitution each day until death or a cure disease spell is applied. (During the course of the disease, these points may not be regained through rest as described in Constitution Point Losses section in the Basic Fantasy RPG Core Rules.)
Environments
forest
A blood-sucking insect about a foot long and a more active hunter than its smaller kin
A Giant Tick is a blood-sucking insect about a foot long and is a more active hunter than its smaller kin. It typically first attacks by dropping out of a tree or other height when prey walks by, usually with complete surprise. It weighs little when not engorged, so usually the victim does not notice when a tick drops upon them. Adding to this, the tick's bite has an anesthetic quality, so the victim must save vs. Poison to notice the bite, which still causes 1d3 points of damage regardless. The GM should roll or otherwise keep results of these savings throws secret. Whether or not it is noticed, the tick drains blood for 1d4 points of damage every subsequent turn until either the victim dies or 20 such points of damage are drained. The hit points drained are not immediately noticed until the attached tick is realized. Each turn the victim may save again to notice the attached tick. After draining the mentioned 20 hit points from a target (or the target dies), the tick will drop off to finish its breeding cycle. An attached tick does not need to roll morale.
The tick is very durable and difficult to remove. Using brute force requires a Strength ability check (see Ability Rolls sec
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
underdark
Offense
1 Attack
Circumstance: Combat
1d4
Offense
Special Attacks
Circumstance: Combat
See below
Special
Blood Drain
After initial attack (1d4 damage), automatically drains 1d6 hp worth of blood per round.
Special
Disease
Bite can cause disease as a giant leech bite does.
Special
Ambush
Usually seek to ambush their prey, jumping out from hiding.
Giant invertebrates that dwell in ruins and upper dungeon levels
These giant invertebrates typically dwell in ruins and upper dungeon levels, though some are found in forests as well. They usually seek to ambush their prey, jumping out from hiding. Their initial attack inflicts the damage indicated, and thereafter the giant tick drains 1d6 hp worth of blood automatically. Their bite can cause disease as a giant leech bite does.
Treasure: None.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Attach
When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to Grabbing the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is flat-footed while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 persistent bleed damage. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage.
Ability
Blood Drain
Circumstance: The giant tick is attached to a creature;
The giant tick uses its hypostome to drain blood from the creature it's attached to. This deals 1d4 damage, and the giant tick gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant tick is drained 1 until it receives healing (of any kind or amount).
Ability
Tick Fever
(disease) Saving Throw DC 17 Fortitude; Onset 1 day; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day).
Offense
Melee
Circumstance: combat round (melee)
hypostome +8 [+3/-2] (finesse), Damage 1d6+1 plus attach and tick 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.
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
A blood-sucking insect about a foot long and a more active hunter than its smaller kin
A Giant Tick is a blood-sucking insect about a foot long and is a more active hunter than its smaller kin. It typically first attacks by dropping out of a tree or other height when prey walks by, usually with complete surprise. It weighs little when not engorged, so usually the victim does not notice when a tick drops upon them. Adding to this, the tick's bite has an anesthetic quality, so the victim must save vs. Poison to notice the bite, which still causes 1d3 points of damage regardless. The GM should roll or otherwise keep results of these savings throws secret. Whether or not it is noticed, the tick drains blood for 1d4 points of damage every subsequent turn until either the victim dies or 20 such points of damage are drained. The hit points drained are not immediately noticed until the attached tick is realized. Each turn the victim may save again to notice the attached tick. After draining the mentioned 20 hit points from a target (or the target dies), the tick will drop off to finish its breeding cycle. An attached tick does not need to roll morale.
The tick is very durable and difficult to remove. Using brute force requires a Strength ability check (see Ability Rolls sec
Basic Fantasy Field Guide Omnibus
Giant invertebrates that dwell in ruins and upper dungeon levels
These giant invertebrates typically dwell in ruins and upper dungeon levels, though some are found in forests as well. They usually seek to ambush their prey, jumping out from hiding. Their initial attack inflicts the damage indicated, and thereafter the giant tick drains 1d6 hp worth of blood automatically. Their bite can cause disease as a giant leech bite does.
Treasure: None.
OSRIC