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