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Mosquito WitchCreature 10


UniqueCNMediumFey
Source Pathfinder Lost Omens: Monsters of Myth
Perception +22 (darkvision, swarmsense (imprecise) 30 feet)
Languages Aklo, Auran, Common, Sylvan, Speak With Animals
Skills Acrobatics +18, Diplomacy +18, Intimidation +20, Medicine +19, Nature +21, Occultism +15, Stealth +22, Survival +21
Str +4, Dex +6, Con +3, Int +3, Wis +7, Cha +4

AC 30; Fort +17; Reflex +20; Will +23;
HP 180
Speed 30 feet (climb 30 feet, fly 25 feet)
Immunities disease

Bite One Action +23 (+19, +15) to hit (agile, finesse) 2d12+8 Piercing
Swarm Strike One Action +23 (+18, +13) to hit (range increment 30) 2d10+6 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.

Swarmsense (Imprecise) 30 feet

The Mosquito Witch receives constant updates from nearby insects and can use her touch as an imprecise sense at the listed range as long as there are insects around to guide her.

Wild Empathy

The Mosquito Witch can use Diplomacy to Make an Impression on and make Requests of arthropods (insects, spiders, and similar invertebrates like bloodseekers). Most arthropods have a starting attitude of indifferent to the Mosquito Witch.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Haunting Gaze (aura, emotion, enchantment, fear, mental, visual)

30-foot emanation Aura


When a creature ends its turn in the emanation, it must attempt a DC 29 will save. If the creature fails, it becomes Frightened 1. If it's already frightened, its frightened value instead increases by 1 (maximum Frightened 3) and doesn't decrease by 1 at the end of the creature's next turn. If a creature's frightened value is 3 or higher before failing its save, the creature is also Fleeing for 1 round.

Dipteric Dread (poison)

Saving Throw DC 29 fortitude

Maximum Duration 6 rounds

Stage 1 2d6 piercing and 2d6 poison (1 round)

Stage 2 2d6 piercing and 3d6 poison (1 round)

Stage 3 2d6 piercing and 5d6 poison

Terror From Within

The Mosquito Witch's powers feed on fear. When taking bleed or piercing damage dealt by the Mosquito Witch's bleed and dipteric dread, a creature takes additional damage equal to twice the creature's frightened value.


Innate Primal Spells (DC 29, +21 to hit)

Cantrips (5th Level): Dancing Lights
1st Level: Pest Form (At Will)
2nd Level: Animal Messenger, Speak with Animals (Constant), Vomit Swarm
3rd Level: Animal Vision
5th Level: Tree Stride


The Mosquito Witch is a humanoid figure with unpleasant, waxy skin. She always seems to have her head bowed and her shoulders hunched, a mane of unkempt black hair hiding all of her face save for a pair of unblinking red eyes and a long, sharp tongue that's as stiff and pointed as a proboscis. Fleshy, ribbed mosquito wings protrude from her back. She has six handless arms that taper into malformed points, which she keeps clutched to her chest like the legs of an insect's pupae. Her spindly legs also taper into points; when bloated from feeding, she must run on all eight limbs, which leave small holes in the ground as tracks.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Fey

Creatures of the First World are called the fey.