Swarm of Deep Ticks

Medium swarm of Tiny beasts, unaligned

Armor Class 11
Hit Points 27 (6d8); Wound Threshold N/A
Speed 20 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 11 (+0) 1 (-5) 10 (+0) 2 (-4)

Skills Stealth +3
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities blinded, charmed, deafened, frightened, grappled, restrained, stunned, paralyzed, petrified, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Damage Transfer. While it is attached to a creature, the tick swarm takes only half the damage dealt to it, and the host creature takes the other half.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a deep tick. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

  • Blood Absorption. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: the deep tick swarm attaches to its target. As long as it remains attached, the tick doesn’t attack. The target loses 10 (4d4) hit points from blood loss at the start of each of the tick swarm’s turns; the target loses 5 (2d4) hit points if the swarm has half of its hit points or fewer.

ABOUT

The deep tick swarm can release itself by using 5 feet of its movement. A creature can remove the swarm by using one action and succeeding on a DC 11 Strength (Athletics) or Dexterity (Acrobatics) (only available for the target).

Normally a simple pest and carrier of diseases, deep ticks become a real threat when moving in a swarm. Swarms of deep ticks prefer to attack prey that’s either isolated, wounded, or asleep, so the victim has little chance of escaping its grisly fate.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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