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
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
Speed 30 ft.
Melee bite +2 (1d4+1 plus disease)
Special Attacks disease
Str 12, Dex 15, Con 13, Int â, 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
Biteâinjury; save Fort DC 11; onset 1d3 days; frequency 1 day; effect 1 Con damage; cure 1 save. The save DC is Constitution-based
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.
Environment any land or underground
Organization solitary, cluster (2â6), or colony (7â12)
Treasure none
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.
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.