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Flea, Giant

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

Giant Flea CR 1/2

XP 200
N Small vermin
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Defensive Abilities DR 5/slashing; Immune disease, mind-affecting effects

OFFENSE

Speed 30 ft.
Melee bite +2 (1d4+1 plus disease)
Special Attacks disease

STATISTICS

Str 12, Dex 15, Con 13, Int —, Wis 11, Cha 6
Base Atk +0; CMB +0; CMD 12
Skills Acrobatics +0 (+20 when jumping); Racial Modifiers +20 Acrobatics when jumping
SQ uncanny leap

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.