5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Beasts >

Tick, Giant

Small beast, unaligned

Armor Class 13 (natural armor)
Hit Points 10 (3d6)
Speed 10 ft., climb 20 ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 11 (+0) 2 (–4) 10 (+0) 2 (–4)

Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)

Special Traits

  • Keen Smell. The tick has advantage on Wisdom (Perception) checks that rely on smell.
  • Red Ache. Creatures bitten by a giant tick must make a DC 15 Constitution saving throw or become infected with this disease. Within 4 hours of infection, the infected creature will develop red welts that are hot to the touch all over its skin. Its joints will swell and its bones will ache painfully. While infected, the creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. The saving throw can be repeated after every long rest and if successful in 2 consecutive tries (two long rests in a row), the creature is cured and the effects of the disease end. A greater restoration spell will also cure the disease.

Actions

  • Blood Drain. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage and the tick attaches to the target. While attached, the tick doesn’t attack. Instead, at the start of each of the ticks’s turns, the target loses 2 (1d4) hit points due to blood loss. The tick can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the tick.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux