🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Giant MosquitoCreature 6


MediumAnimal
Source Pathfinder Monster Core 2
Perception +17 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Acrobatics +13, Stealth +13
Str +4, Dex +5, Con +2, Int -5, Wis +2, Cha -5

AC 24; Fort +14; Reflex +17; Will +12;
HP 80
Speed 20 feet (fly 50 feet)

Proboscis One Action +17 (+12, +7) to hit (finesse) 2d10+7 Piercing

Blood Drain One Action

Requirements The giant mosquito has a creature Grabbed or Restrained


Effect The giant mosquito uses its proboscis to drain blood from the grabbed or restrained creature. This deals 3d6 piercing damage (DC 24 fortitude save), and the giant mosquito gains temporary Hit Points equal to the damage dealt that last 1 minute. A creature that takes any damage from having its blood drained by a giant mosquito is Drained 1 until it receives any kind or amount of healing.

Septic Malaria (disease)

The victim can't reduce its Sickened condition while it's affected by septic malaria

Saving Throw DC 24 fortitude

Onset 1 day

Stage 1 Sickened 1 (1 day)

Stage 2 Drained 1 and Sickened 1 (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 Unconscious (1 day)

Stage 5 dead

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won't turn down a chance to drink the blood of a smaller target-such as a humanoid.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.