Giant Tsetse Fly
Creature 2 — animal
Pre-Remaster content. May include legacy alignment.
FlankerLANDAERIALanimal
This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. Giant tsetse flies rarely congregate in large numbers, as they require gallons of blood each day to survive and thus crowd out or drive away rivals. Any group of creatures large enough to sustain multiple tsetse flies, such as a herd of dinosaurs, are quite likely to dominate the surrounding ecosystem on their own right. A single giant tsetse fly can kill an entire herd of large animals within a few weeks
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +9; scent (imprecise) 60 feet; blood scent
Skills athletics +8, stealth +5 (+9 to hide)
Str
+5
Dex
+3
Con
+3
Int
-5
Wis
+1
Cha
-5
AC 18
Fort +7
Ref +11
Will +5
HP 30
Immunities disease, sleep
Speed 10 feet, fly 40 feet
Offense
Melee Proboscis +11, Damage 1d6+5 piercing plus Sleeping Sickness
Abilities
Blood Scent — The giant tsetse fly can detect blood within 30 feet. This is a precise sense against creatures within 30 feet that are bleeding.
Blood Draw — If the fly's last action was a successful proboscis Strike, it sucks its target's blood. The target takes 1d4 bleed (or 1d6 bleed if the target is an animal).
Sleeping Sickness (disease) — Saving Throw DC 18 Fortitude
Stage 1 Enfeebled 1 (1 day)
Stage 2 enfeebled 1 and Drained 1 (1 day)
Stage 3 Unconscious
(1 day)
Stage 4 as Stage 3 (1 day)
Stage 5 dead
Stage 1 Enfeebled 1 (1 day)
Stage 2 enfeebled 1 and Drained 1 (1 day)
Stage 3 Unconscious
(1 day)
Stage 4 as Stage 3 (1 day)
Stage 5 dead
WORKS WELL WITH
CrasherLANDA Crasher creates bleeding wounds that activate Blood Scent, resolving the fly's reliance on precise scent for hunting priority.
AnvilLANDAn Anvil holds grounded enemies in place, giving the fly aerial freedom to apply Sleeping Sickness over multiple harassment passes.
PUNISHES
✖ bleeding✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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