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Glass River MidgeCreature -1


TinyAnimal
Source Pathfinder Society Scenario #1-18: Lodge of the Living God
Perception +6 (darkvision, scent (imprecise) 60 feet)
Languages none
Skills Acrobatics +6, Stealth +10
Str -4, Dex +3, Con +0, Int -5, Wis +1, Cha -2

AC 16; Fort +5; Reflex +8; Will +4;
HP 6
Speed 10 feet (fly 30 feet)

Attach

When a Glass River midge hits a target larger than itself, its barbed legs attach it to that creature. This is similar to Grabbing the creature, but the midge moves with that creature rather than holding it in place. The midge is Off-Guard while attached. If the midge is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 bleed damage. Escaping the attach or removing the midge in other ways doesn't cause bleed damage.

Blood Drain One Action

Requirements The Glass River midge is attached to a creature


Effect The midge uses its proboscis to drain blood from the creature it's attached to. This deals 1d4 untyped damage, and the midge gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a midge is Drained 1 until it receives healing (of any kind or amount).

Camouflage

The Glass River midge can [/act hide] in natural environments even if it doesn't have cover.



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.