Skeeter

Deftness: 3d4
Nimbleness: 4d8
      Dodge: 5
      Fightin': Brawlin': 5
Quickness: 3d8
Strength: 2d4
Vigor: 3d4

Cognition: 2d4
Knowledge: 1d4
Mien: 3d8
      Overawe: 4
Smarts: 2d4
Spirit: 4d6
      Guts: 3

Wind: 10

Size: 4

Terror: 7
Description: Found only in swamps, marshes, bayous, or humid woodlands, this big brother of the regular mosquito is a routine hazard to folks in the Deep South. It looks mostly like a regular mosquito, except that it's about the size of a large dog. Additionally, folks have reported that it has an "evil" cast to its features, although no one has been able to describe what, exactly, makes it look evil.

It's preferred attack method is to lurk in the trees until something (or someone) passes by. It then swoops down, latches onto the back of its unfortunate victim, inserts its proboscis into the victim's neck, and begins to feed.

Dislodging one of these nasties usually requires the help of a friend. But if you're all by your lonesome, you gotta have something long (sabre, rifle, etc) to whack it with. Knocking it off your back requires an Onerous (9) Deftness roll.

Special Abilities:
      Blood Drain: On a successful Fightin': Brawlin' roll, the Skeeter latches onto its hapless victim and begins to drain blood at the rate of 2d4 Wind per round. As this Wind is due to lost blood, the victim dies when its wind reaches 0. Furthermore, the lost Wind is regained at the rate of 2 per day (unless aided by magic).

      Weakness: The Skeeter is especially vulnerable to fire, taking 3d12 damage from a torch-sized flame.

      Erratic Flyin' Due to the way the Skeeter flies, a Skeeter dodges automatically each turn it's in the air and not actually attacking something.

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