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Flea Swarm

Flea Swarm Creature5

N Large Animal Swarm

Perception +13; low-light vision, scent (imprecise) 30 feet

Skills Acrobatics +14, Athletics +9 (+13 to Jump)

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

AC 18; Fort +15, Ref +16, Will +6

HP 55

Immunities disease, precision, swarm mind

Weaknesses area damage 4, splash damage 4

Resistances physical 8 (except bludgeoning)

Speed 30 feet Flea Fever (disease) As giant flea, except DC 19.

Suck Blood [one-action] Requirements The flea swarm’s last action was Swarming Bites, and it dealt damage to at least one enemy; Effect The flea swarm drinks the creatures’ blood. Each victim becomes drained 1 and the swarm regains 3 HP for each victim drained.

Swarming Bites [one-action] Each enemy in the swarm’s space takes 2d4+7 piercing damage and must attempt a DC 22 basic Reflex save. A creature that fails its save is exposed to flea fever.


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.

Flea swarms roil across city streets and rural hinterlands in a hissing, scraping scrabble, draining blood from any creatures unfortunate enough to cross their path.

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.