b'Tick, Giant \n'b'  Small   beast ,  unaligned  \n'b'  Armor Class  13 (natural armor)  Hit Points  10 (3d6)  Speed  10 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX:  10 (+0)  CON:  11 (+0)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   darkvision  60 ft., passive  Perception  10  Languages  \xe2\x80\x93  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'\n'b'  Keen Smell . The tick has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  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 its skin. Its joints will swell and its 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 rest s in a row), the creature is cured and the effects of the disease end. A  greater restoration  spell will also cure the disease. \n'b'\n'b' Actions \n'b'\n'b'  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\xe2\x80\x99t  attack . Instead, at the start of each of the tick\xe2\x80\x99s 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.'