Senses: Darkvision 60’, Scent
Saves: Fort +3, Ref +3, Will +0
Defenses: +2 vs mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
Speed: climb (standard)
Attacks: bite (1d6 plus grab, attach, and disease)
Special Attacks: blood drain (1 Constitution)
Abilities: Con +4
Skills: [2 + Int mod] no class skills
Racial Modifiers , +8 Climb, +4 Stealth
Attach (Ex) The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check. Most creatures with this ability have a racial bonus to maintain a grapple (listed in its CMB entry).
Blood Drain (Ex) A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Constitution damage.
Grab (Ex) A giant tick can grab targets of any size, and has a +8 racial bonus on grapple checks rather than the normal +4 bonus most creatures with grab possess.
Disease (Ex) [3 + Con mod/day]
Red ache: Bite—injury; save Fort DC 10 + 1/2 HD + Con mod;
onset 1d3 days;
effect 1d6 Str damage;
cure 2 consecutive saves. The DC is Constitution-based.
Blood Drain (Ex) The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.