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Tick, Giant

A blood-sucking insect about a foot long and a more active hunter than its smaller kin

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class14
Hit Dice1*
Number Appearing1d6
Attacks1 bite
Damage1d3 + blood drain and disease
Movement10'
Save AsFighter: 1
Morale7
XP37
Treasure TypeNone

A Giant Tick is a blood-sucking insect about a foot long and is a more active hunter than its smaller kin. It typically first attacks by dropping out of a tree or other height when prey walks by, usually with complete surprise. It weighs little when not engorged, so usually the victim does not notice when a tick drops upon them. Adding to this, the tick’s bite has an anesthetic quality, so the victim must save vs. Poison to notice the bite, which still causes 1d3 points of damage regardless. The GM should roll or otherwise keep results of these savings throws secret. Whether or not it is noticed, the tick drains blood for 1d4 points of damage every subsequent turn until either the victim dies or 20 such points of damage are drained. The hit points drained are not immediately noticed until the attached tick is realized. Each turn the victim may save again to notice the attached tick. After draining the mentioned 20 hit points from a target (or the target dies), the tick will drop off to finish its breeding cycle. An attached tick does not need to roll morale.

The tick is very durable and difficult to remove. Using brute force requires a Strength ability check (see Ability Rolls section of the Basic Fantasy RPG Core Rules), but this will cause an additional 1d4 points of damage to the attached victim. Even killing the tick will not cause its head to be removed, so even with extreme care and taking over ten minutes will still cause the victim 1 additional point of damage during the process. Applying fire to a still-live tick may cause it to release the character (the tick may save vs. Death Ray with failure causing the tick to drop off) but will often cause the afflicted character 1d3 points of damage in the process.

Giant ticks are fairly rare in most areas, as they decimate the fauna in a small region and subsequently starve themselves out, but may be more common in regions that have larger prey such as regions of prehistoric giant beasts.

Special Abilities

Surprise Attack: It typically first attacks by dropping out of a tree or other height when prey walks by, usually with complete surprise. It weighs little when not engorged, so usually the victim does not notice when a tick drops upon them.
Anesthetic Bite: The tick’s bite has an anesthetic quality, so the victim must save vs. Poison to notice the bite, which still causes 1d3 points of damage regardless. The GM should roll or otherwise keep results of these savings throws secret.
Blood Drain: Whether or not it is noticed, the tick drains blood for 1d4 points of damage every subsequent turn until either the victim dies or 20 such points of damage are drained. The hit points drained are not immediately noticed until the attached tick is realized. Each turn the victim may save again to notice the attached tick. After draining the mentioned 20 hit points from a target (or the target dies), the tick will drop off to finish its breeding cycle. An attached tick does not need to roll morale.
Difficult to Remove: The tick is very durable and difficult to remove. Using brute force requires a Strength ability check (see Ability Rolls section of the Basic Fantasy RPG Core Rules), but this will cause an additional 1d4 points of damage to the attached victim. Even killing the tick will not cause its head to be removed, so even with extreme care and taking over ten minutes will still cause the victim 1 additional point of damage during the process. Applying fire to a still-live tick may cause it to release the character (the tick may save vs. Death Ray with failure causing the tick to drop off) but will often cause the afflicted character 1d3 points of damage in the process.
Disease: Giant ticks carry disease. Anyone bitten must save again vs. Poison or else be afflicted with an illness that causes the loss of 1 point of Constitution each day until death or a cure disease spell is applied. (During the course of the disease, these points may not be regained through rest as described in Constitution Point Losses section in the Basic Fantasy RPG Core Rules.)