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Mosquito Swarm, Bloodhaze

A high-pitched whine issues forth from the haze of this surging crimson cloud. Within, thousands of tiny forms whir in agitation, each a tiny insect with a needle-like proboscis.

Bloodhaze Mosquito Swarm CR 6

XP 2,400
N Fine vermin (swarm)
Init +2; Senses darkvision 120 ft., scent; Perception +9

DEFENSE

AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 71 (13d8+13)
Fort +9, Ref +6, Will +5
Defensive Abilities swarm traits; Immune weapon damage
Weaknesses swarm traits

OFFENSE

Speed 5 ft., fly 30 ft. (average)
Melee swarm (1 Con damage and sleeping sickness)
Space 10 ft.; Reach 0 ft.
Special Attacks cling, Con damage, distraction (DC 17), disease

STATISTICS

Str 1, Dex 15, Con 12, Int —, Wis 13, Cha 2
Base Atk +9; CMB —; CMD
Skills
Fly +10, Perception +9; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Cling (Ex)

If a creature leaves a bloodhaze mosquito swarm’s square, the swarm takes 1d6 points of damage as dozens of insects tenaciously cling to the victim. A creature with bloodhaze mosquitoes clinging to it takes 1 point of Constitution damage at the end of its turn for the next 1d4 rounds. As a full-round action, the creature can remove the mosquitoes with a DC 18 Reflex save or by immersing itself in water. High winds or any amount of damage from an area-affecting effect destroys all clinging mosquitoes. The save DC is Dexterity-based. Once a group of clinging mosquitoes has dealt 4 points of Constitution damage, the mosquitoes detach and disperse to digest their meal.

Disease (Ex)

Bloodhaze mosquitoes are bearers of a terrifying and deadly disease common to the jungle, known to most locals as sleeping sickness.

Swarm (sleeping sickness)—injury; save Fort DC 17; onset 1d2 days; frequency 1 day; effect 1d4 Wisdom damage and target is fatigued, cure 2 consecutive saves or arsenic.