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Flea, Giant

Giant Flea Creature3

N Large Animal

Perception +10; low-light vision, scent (imprecise) 30 feet

Skills Acrobatics +10, Athletics +9 (+15 to Jump)

Str +2, Dex +3, Con +3, Int -5, Wis +1, Cha -4

AC 19; Fort +12, Ref +12, Will +4

HP 50

Immunities disease

Speed 30 feet

Melee [one-action] proboscis +10, Damage 1d8+4 piercing plus Suck Blood and flea fever

Suck Blood [one-action] Requirements The giant flea’s last action was a successful proboscis Strike; Effect The giant flea drinks the creature’s blood. The victim becomes drained 1 and the flea regains 5 HP.

Flea Fever (disease) Drain from flea fever can’t be reduced or recovered from naturally until the disease is cured. Saving Throw DC 18 Fortitude; Stage 1 drained 1 (1d4 hours); Stage 2 drained 1 and sickened 1 (1 day); Stage 3 drained 2 and sickened 1 (1 day); Stage 4 drained 3 and sickened 1 (1 day); Stage 5 dead


Fleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.

Giant fleas are commonly found in areas containing hardy megafauna, such as dinosaurs or mammoths.

Flea swarms and giant fleas make for natural pets and monstrous minions for creatures who live in areas of filth and concentrated populations. Goblins and gremlins are unperturbed by fleas’ disturbing physiologies and are unfazed (though not necessarily unaffected) by the diseases these vermin carry.

Ratfolk have been known to tame giant fleas for use as mounts, and urban-dwelling druids whose magic focuses on blight or disease naturally find much to like about the flea swarms they frequently summon.

Section 15: Copyright Notice

Pathfinder Adventure Path #151: The Show Must Go On © 2020, Paizo Inc.; Authors: Jason Tondro, with Andrew Mullen, Patrick Renie, David N. Ross, and Michael Sayre.