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Glass River MidgeCreature -1

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)


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 (Imprecise) 60 feet

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.


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 Flat-Footed while attached. If the midge is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 Persistent 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 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).


The Glass River midge can Hide in natural environments even if it doesn't have cover.



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.