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Giant MosquitoCreature 6


NMediumAnimal
Source Pathfinder Bestiary 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

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Blood Drain One Action

Requirements The giant mosquito has a creature grabbed


Effect The giant mosquito uses its proboscis to drain blood from the grabbed creature. This deals 3d6 damage, and the giant mosquito gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant mosquito is Drained 1 until it receives healing of any kind or amount.

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 success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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.