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Mosquito Witch (The Hemoprophet)Creature 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.

Bloodbelly

The Mosquito Witch steals and stores stolen blood to power her divinations. Whenever she deals piercing damage, the Mosquito Witch can gain an equal number of Blood Points, to a maximum of 100 Blood Points. She becomes Clumsy 1 so long as she has at least 40 Blood Points stored, or Clumsy 2 if she has at least 80 Blood Points stored.

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

Prophecy in Red

The Mosquito Witch can't Cast an occult Spell without simultaneously expending a number of Blood Points equal to 10 × the spell's level.

Slurp Reaction

Trigger A creature adjacent to the Mosquito Witch takes persistent bleed damage


Effect The Mosquito Witch slurps up some of the creature's blood and gains Blood Points equal to the bleed damage dealt.

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 Occult Spells (DC 29, +21 to hit)

1st Level: Object Reading
3rd Level: Locate, Wanderer's Guide
4th Level: Read Omens
5th Level: Prying Eye
6th Level: Scrying
7th Level: Retrocognition


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.

The Hemoprophet

Already versed in several folk divinations like dowsing and reading patterns in windblown winnowed husks, Shimmerford residents swiftly attributed divinatory powers to the Mosquito Witch.

This "hemoprophet" aspect can supposedly smell conundrums, and she visits those facing difficult decisions or mysteries in their dreams. The witch offers an answer to the dreamer's deepest question, and if the dreamer accepts, the witch drinks their blood as they sleep, tastes their options, and leaves an answer nearby, written with some of the stolen fluids. This Mosquito Witch isn't necessarily malicious, but neither does she worry about draining too much or painting embarrassing blood-truths for all of Shimmerford to see. The blood's weight makes her footfalls heavy, and hunters often remark that especially deep tracks left by anyone are "heavy with answers" in homage to the Witch.


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.