Giant Tick
Small beast, unaligned
Armor Class
13 (natural armor)
Hit Points
10 (3d6)
Speed
10 ft., climb 20 ft.
STR
11 (+0)
DEX
10 (+0)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
2 (-4)
Senses
darkvision 60 ft., passive Perception 10
Languages
--
Challenge
1/4 (50 XP)
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 their skin. Their joints will swell and their 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.