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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.
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
Ecology
Environment any land or underground
Organization solitary, cluster (2–6), or colony (7–12)
Treasure none
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.
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.
This mammoth flea is size of a horse. Its legs dangle awkwardly from its great, swollen body armored entirely in disfigured plates.
Mammoth Flea CR 2
XP 600
N Large vermin
Init +3; Senses darkvision 60 ft.; Perception +0
Defense
AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)
hp 22 (4d8+4)
Fort +5, Ref +4, Will +1
Defensive Abilities DR 5/slashing; Immune disease, mind-affecting effects
Offense
Speed 30 ft.
Melee bite +4 (1d8+3 plus blood drain and disease)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Con), disease
Statistics
Str 13, Dex 17, Con 13, Int —, Wis 11, Cha 6
Base Atk +3; CMB +6; CMD 19
Skills Acrobatics +0 (+20 when jumping); Racial Modifiers +20 Acrobatics when jumping
Feats DodgeB
SQ uncanny leap (see giant flea)
Ecology
Environment temperate forests, hills, mountains, or plains
Organization solitary, pair, or cluster (3–8)
Treasure none
Special Abilities
Disease (Ex) Bite—injury; save Fort DC 13; onset 1d3 days; frequency 1 day; effect 1 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Mammoth fleas are fierce predators. They require vast amounts of blood to survive, though once full, they can survive for months before needing to feed again. For this reason, they seek larger prey like cows and horses, and plague agrarian communities that raise herd animals. A mammoth flea's bite is excruciatingly painful, and leaves behind a raised, ring-shaped scar.