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Giant Flea

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A hideous, dog-sized flea leaps about on long, gangly legs. The sharp, jagged edges of its jaws greedily clatter for blood.

Much like their smaller cousins, giant fleas are hemophagous insects that live in any kind of environment where they can feed upon blood. These creatures possess surprising agility and Strength. Able to leap great distances, they flit about mindlessly, looking for easy prey. A giant flea can go for several months without feeding, but then gorges after such a fast.

A witch can take a giant flea as a familiar. Like all Vermin, a giant flea gains 1 point of Intelligence when it becomes a familiar. A giant flea familiar grants its master a +3 bonus on Fortitude saves against Disease.

Special Abilities

Disease (Ex) Bite—injury; Save Fort DC 11; Onset 1d3 days; Frequency 1 day; Effect 1 Con damage; Cure 1 save. The save DC is Constitution-based

Uncanny Leap (Ex) As a Full-Round Action, a giant flea can jump up to 120 feet. A flea can treat this jump as a Charge, as long as the leap is made in a straight line.

Items Based On This

Mammoth Flea

Attributes

AC
13, Touch 13, Flat-footed 11 (+2 Dex, +1 Size)
Alignment
N
Base Atk
+0
CMB
+0
CMD
12
CR
CR 1/2
Cha
6
Con
13
Creature Type
Vermin
Defensive Abilities
Dr 5/slashing
Dex
15
Environment
Any Land Or Underground
Fort
+3
HP
5 (1d8+1)
Immune
Disease, Mind-affecting Effects
Init
N Small Vermin +2
Int
-
Melee
Bite +2 (1d4+1 Plus Disease)
Organization
Solitary, Cluster (2-6), Or Colony (7-12)
Racial Modifiers
+20 Acrobatics When Jumping
Ref
+2
SQ
Uncanny Leap
Senses
Darkvision 60 Ft.; Perception +0
Size
Small
Skills
Acrobatics +0 (+20 When Jumping)
Special Attacks
Disease
Speed
30 Ft.
Str
12
Treasure
None
Will
+0
Wis
11
XP
200
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