The Mosquito (3.5e Monster)
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|Size/Type:||Fine Magical Beast|
|Hit Dice:||1/2d10 (2 hp)|
|Speed:||5 ft. (1 square), Fly 40 ft. (Good)|
|Armor Class:||26 (+8 Size, +5 Dex, +3 Wis), touch 26, flat-footed 21|
|Attack:||Proboscis +4 melee touch (see below)|
|Full Attack:||Proboscis +4 melee touch (see below)|
|Space/Reach:||0 ft./0 ft.|
|Special Attacks:||Proboscis, Disease, Blood Drain|
|Special Qualities:||Improved Scent, Immunities, Early Warning System, Stubbornness|
|Saves:||Fort +2, Ref +10, Will +3|
|Abilities:||Str -, Dex 20, Con 10, Int 3, Wis 16, Cha 2|
|Skills:||Hide +14, Listen +6, Move Silently +6, Spot +6|
|Environment:||Any non aquatic|
Mosquitoes are an ever present hazard in the local marsh. One in particular seems bloody well invulnerable, always returning after being swatted. It appears to be a dark red mosquito with no other unusual features. Some people think it is the result of a divine curse upon the area. Others point to the high level of magical wastes in the area thanks to the local Potion Makers Guild.
The Mosquito doesn't fight so much as steal blood and flee.
Proboscis(Ex): If the Mosquito succeeds with an Opposed Move Silently vs Listen Check it may stab it's victim with it's proboscis. Not only is the victim considered Flat-Footed, they do not know the proboscis attack has happened. Once it is successful, it maintains the proboscis attack as it is now attached to the victim. It must make an opposed Hide vs Spot Check each round it wishes to remain attached, and does not receive it's Dexterity Bonus to AC while attached.
Disease(Ex): Any opponent the Mosquito successfully hits with it's Proboscis Attack must make an appropriate Fortitude Save or contract one of the following diseases: Encephalitis, West Nile, Malaria, Dengue Fever, Yellow Fever, or Rift Valley Fever. It must make an additional Save each round the attack is maintained.
Blood Drain(Ex): If the Mosquito can maintain it's Proboscis Attack for 4 rounds it's opponent takes 1 point of temporary Strength damage.
Improved Scent(Ex): Similar to the normal Scent Ability, but it can detect blood at a range of up to 1 mile.
Immunities(Ex): Mosquitoes are immune to non magical diseases.
Early Warning System(Ex): The Mosquito gets a Bonus to it's Initiative rolls, Reflex Saves, and AC equal to it's Wisdom Modifier.
Stubbornness(Ex): If destroyed the Mosquito reappears 2d4 days later. To rid the world of it would require divine intervention such as a Miracle or Wish spell. Or just an angry Gawd.
Encephalitis: Any* DC 13, Incubation Period 1d4 days, Initial Damage 1 Dex and 1 Wis, Secondary Damage 1d3 Dex and 1d3 Wis
West Nile: Injury DC 12, Incubation Period 1d4 days, Initial Damage 1 Dex and 1 Con, Secondary Damage 1d2 Dex and 1d2 Con
Malaria: Injury DC 14, Incubation Period 2d6+6 days, Initial Damage 1 Con, Secondary Damage 1d4 Con
Dengue Fever: Injury DC 12, Incubation Period 1d3+3 days, Initial Damage 1 Str, Secondary Damage 1d3 Str and 1d3 Con
Yellow Fever: Injury DC 15, Incubation Period 1d4+2 days, Initial Damage 1 Con, Secondary Damage 1d4 Con
Rift Valley Fever: Any* DC 13, Incubation Period 2d3 days, Initial Damage 1 Str, Secondary Damage 1d3 Str
- Can be Inhaled, Ingested, Injury, or Contact