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Here Be Monsters

Not even a stone

is safe from the dread thirst of
the mosquitofolk.
other threats to the common peace. Though, as
creatures that yearned for warm blood, they never
enjoyed true fellowship with the other races, the
—jungle proverb accounts make clear that the mosquitofolk were
nevertheless welcomed into the councils of the
Imagine a race of addicts who grow stronger wise and took part in the great struggles against
and more powerful when consuming their evil.
drug of choice. A race rendered unrelentingly As further evidence, scholars point to the
vicious and pitiless by an all-powerful numerous ruins that lie scattered throughout
craving. Now imagine such a race addicted to
Credits something as common and simple as blood...
the territory of the mosquitofolk: stately temples,
fantastic observatories, even entire cities, all
Design Hal Maclean, Scott Gable clearly designed by and for mosquitofolk. Those
Editing Troy Taylor, Scott Gable In the jungle, few sounds inspire such
few blood slaves who have managed to escape
Illustration Ashton Sperry stomach-knotting terror as the buzzing wings
Cover Cartography Ted Reed from the mosquitofolk always make a point of
of an approaching mosquitofolk
Interior Cartography Liz Courts
Graphic Design Scott Gable raiding party. This dread comes
not from magic or some sort of
First Reading Adam Daigle
Here Be Monsters is compliant with the Open Game License
compulsion. No, it stems purely from Here Be Monsters
(OGL). the bitter lessons learned by countless There’s no such thing as too many monsters! This
Product Identity for this product is identified as artwork, generations of survivors. series brings you new monsters, their ecologies, and
characters, dialogue, locations, plots, proper names (characters,
deities, etc.), storylines, tradedress, and trademarks. When the mosquitofolk come, flee. If mini-adventures featuring them.
Open Content for this product is identified as the game unable to flee, fight. If unable to fight, Each episode focuses on one type of monster. In
mechanics, except for material designated as Product Identity, cut your own throat lest they capture
as defined in the Open Gaming License version 1.0a. No portion Aching for Blood, that’s the mosquitofolk—all are
of this work other than material designated as Open Game you and drag you away as one of their different types of mosquitofolk or related monsters,
Content may be reproduced in any form without prior written
permission. blood slaves. such as the mosquito swarm. An ecology brings
Compatibility with the Pathfinder Roleplaying Game requires them to life in the game with ideas on how they can
Their Earliest
the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on integrate with their surroundings. Finally, the lair is
the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC,
Days presented—complete with a map—and three different
scenarios for three different experience levels are
and the Pathfinder Roleplaying Game and the Pathfinder Only a handful of the most ancient
Roleplaying Game Compatibility Logo are trademarks of detailed utilizing the mosquitofolk.
Paizo Publishing, LLC, and are used under the Pathfinder legends speak to the earliest days of
Roleplaying Game Compatibility License. See http://paizo.
In the bigger picture, Aching for Blood is but the
the mosquitofolk, and the majority
com/pathfinderRPG/compatibility for more information on the first part in a five-part arc focusing on the jungle.
compatibility license. of those camp tales actually focus on
Each of these first five episodes of Here Be Monsters
Zombie Sky Press, the Zombie Sky eye logo, and Here Be the deeds of others. However, it does
Monsters are trademarks of Zombie Sky Press. features a creature of the jungle, and subsequent arcs
appear, if the stories are true, that at
will explore other themes.
Zombie Sky Press one time the mosquitofolk had the
The mosquitofolk want nothing more than your
www.zombiesky.com ability to control their craving for
blood—all of it. And they’ll stop at nothing to get it!
blood. Indeed, many of them subsisted
Here Be Monsters © 2010 Zombie Sky Press. Are you just going to let them have it?
All rights reserved. on animals or even monsters and

Here Be Monsters

mentioning the grandeur of the ruins they came some measure of protection, but those born in the extends to their own kind. When a mosquitofolk
upon during their flight and their stark contrast wilderness are abandoned to their fate. dies, the woundmages perform a ritual that causes
with the squalor of present day mosquitofolk. Most of the immature mosquitofolk end up the fallen one to rise as a particularly abominable
If these remnants still manage to inspire awe eaten, whether by predators or their own slightly form of undead called a hollow. Essentially a
in the hearts of the wretched as they flee from more aggressive siblings. However, at the height desiccated corpse, roused from the grave by
fates worse than death, one can only imagine the of each dry season, as water grows ever scarcer magic and a primal blood lust, hollows have but a
splendor of the mosquitofolk civilization at its and the brutal competition among larvae reaches single purpose: to serve as reservoirs of blood for
height. its climax, the few survivors drag their misshapen their still living kinfolk. Dimly remembering the
Over the ages, countless explorers and bodies onto land and into the clutches of the glorious ecstasy of draining blood from a target,
adventurers, enticed by thoughts of the lost woundmages. they continue to feed upon others but no longer
wealth of the vanished mosquitofolk nation, have A race locked in constant war with its neighbors, have the ability to metabolize what they steal.
braved the lands controlled by that culture’s every mosquitofolk fulfills some specific military Hollows spend every moment of their existence
savage descendents. Most of these intruders purpose as determined by their leader caste, wracked by the same cravings as all of their kind
suffer fates too grisly to imagine, their deflated the vile woundmages. Capable of altering flesh but have no way to sate it. Instead, maddened by
bodies carelessly cast aside like empty wineskins. with a mere act of will, they not only use their a thirst they cannot slake, their bodies swollen
However, just enough of the bold return to power to bring down their enemies but also with ill-gotten blood, they erupt into splattering
civilized lands carrying treasures wrested from to twist and manipulate the forms of the next cascades at the slightest provocation that blinds
mosquitofolk ruins to tempt others to try their luck. generation. The woundmages experiment on their foes but revitalizes other mosquitofolk.
And so, the cycle continues. developing mosquitofolk, creating new variations
Something happened to the mosquitofolk.
Something cast them down. Something
and specialists to perform vital tasks. They never
fail to instill an overwhelming blood lust in their Society
transformed them from a race of builders and creations. Even those they select to serve as the Mosquitofolk exist for one reason—to feed on
diplomats into a feral people consumed by a next woundmages emerge wracked with this all- others. They have no art or culture to speak of.
hopeless, all-powerful blood lust. powerful craving that they regard as the singular Their language, a modulated sort of humming,
One name, the last name of a mosquitofolk defining trait of their race. brooks no poetry and concerns itself solely with
ever mentioned in the chronicles of other races, No one, not even the woundmages themselves, practical concerns such as battle commands and
perhaps the last mosquitofolk with the presence knows precisely what mosquitofolk looked like tallies of slaves. Their communities are nothing
of mind to actually parley with outsiders, offers up before they began to rework each generation. Even more than fortified pens built along sheer cliff
a hint. Zzintingis, the first of his kind to claim the the option of simply leaving a larva unmolested faces or atop tall groves of trees designed to keep
title of “woundmage”... to see what it grows into appears forever closed their slaves from escaping before they finally drain
to the curious since immature mosquitofolk die them dry.

Life Cycle if not tended by a woundmage. However, it does

seem clear that at some point in the past, the
Every single member of their race engineered by
the woundmages to fulfill some specific purpose,
Though for the most part mosquitofolk seem like mosquitofolk, whether by conscious choice or most possess nothing more than a rudimentary
humanoids with the head and wings of a mosquito, some dark conspiracy, embraced blood frenzy and self-awareness. Only a few of the castes use tools
in truth the differences go much deeper. When damned themselves for all time. of any description, and those that do typically
mosquitofolk mate, the female lays eggs in a Their lack of empathy, the callous indifference make them themselves. Mosquitofolk have no real
nearby pool of shallow, still water and walks away. for the dignity of others that serves as one of the industry or commerce. Even blood slaves with
Those born within mosquitofolk populations gain trademarks of the mosquitofolk as a people, even useful skills like carpentry or metalworking earn

Here Be Monsters

no respite from the cravings of their captors. Statistics to a giant mosquito’s blood drain attack has a
Mosquitofolk exhibit little in the way of curiosity Str 10, Dex 15, Con 14, Int —, Wis 12, Cha 1 10% chance of being exposed to a disease: nearly
or acquisitiveness. Often they leave treasure on Base Atk +1; CMB +1 (+9 grapple when attached); any disease can be spread in this way, both those
the bodies of their victims, casually tossing them CMD 13 (17 vs. trip) common and those rare (see Pathfinder Roleplaying
aside once they drain them of their last drop of Skills Fly +6, Perception +5; Racial Modifiers +4 Game Core Rulebook). Once this check is made, the
blood. This indifference to their surroundings Perception victim can no longer be infected by this particular
even extends to the ruins of their ancestors. SQ blood scent giant mosquito although attacks by different giant
Mosquitofolk care only for blood and the slaves Ecology mosquitoes are resolved normally and may result in
that produce it; nothing else excites their attention. Environment warm forests and swamps multiple illnesses.
Organization solitary, pair, colony (3–6), or scourge

Mosquitoes (7–20)
Treasure none
Mosquito Swarm CR 2
There are thousands upon thousands of them, XP 600
Special Abilities
suspended in the rancid air, gently drifting as N Fine vermin (swarm)
Attach (Ex) When a giant mosquito hits with its bite
one like a low-lying cloud. The steady, hypnotic Init +1; Senses blood scent 60 ft., darkvision 60 ft.;
attack, its sharp proboscis plunges into the target
drone of their tiny wings pulls you away from Perception +5
your senses for a moment—just long enough to while its barbed arms and legs latch on. The giant
forget the danger until they surge forward. mosquito has a flat-footed AC but holds on tight
AC 19, touch 19, flat-footed 18 (+1 Dex, +8 size)
and automatically inflicts bite damage each round.
hp 13 (3d8)
Whether as pets of the mosquitofolk or simply as A giant mosquito has a +8 racial bonus to maintain
Fort +3, Ref +2, Will +2
natural jungle denizens, mosquitoes are nuisances its grapple on a foe once it’s attached. An attached
Defensive Abilities swarm traits; Immune weapon
at best, but in large enough numbers or size, they giant mosquito can be struck by a weapon or
can be absolutely deadly. grappled itself: if its target wins a grapple check or
Weakness swarm traits
Escape Artist check against it, the giant mosquito is
Mosquito, Giant CR 1 Speed 5 ft., fly 40 ft. (good)
Blood Drain (Ex) A giant mosquito drains blood
XP 400 at the end of its turn if it is attached, inflicting 1 Melee swarm (1d6)
N Medium vermin Constitution damage. Space 10 ft.; Reach 0 ft.
Init +2; Senses blood scent 60 ft., darkvision 60 ft.; Mosquitofolk are immune to the blood drain of Special Attacks blood drain (1d2 Con), diseased,
Perception +5 giant mosquitoes. distraction (DC 11)
Defense Blood Scent (Ex) A giant mosquito automatically Statistics
AC 12, touch 12, flat-footed 10 (+2 Dex) detects the existence and location of any living Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 2
hp 13 (2d8+4) creature with blood within 60 ft. regardless of Base Atk +2; CMB —; CMD —
Fort +5, Ref +2, Will +1 obstructions or other unusual circumstances that Skills Fly +13, Perception +5, Stealth +17; Racial
Immune mind-affecting effects might impede sight and hearing. Normally, it does Modifiers +4 Perception
Offense this without needing to make a Perception check. SQ blood scent
Speed 20 ft., climb 20 ft., fly 60 ft. (good) Diseased (Ex) Because of their constant contact with Ecology
Melee bite +1 (1d6 plus attach) the blood of various creatures, mosquitoes are Environment warm forests and swamps
Special Attacks blood drain (1 Con), diseased carriers for many diseases. Any creature subjected Organization solitary, pair, colony (3–6), or scourge

Here Be Monsters

(7–20) mosquitofolk literally thirst for the blood of living Those unfortunates who survive the first
Treasure none creatures. Their relentless yearning for fresh onslaught are carried away to endure
Special Abilities blood drives them to stage countless raids on a miserable existence as blood slaves—
Blood Drain (Ex) Any living creature that begins its their neighbors. Seasoned veterans of the jungle sentient cattle.
turn with a mosquito swarm in its space is drained maintain that only one fate inspires greater ❖❖ DC 20: The leaders of the mosquitofolk,
of its blood, dealing 1d2 Con damage. nightmares than that of falling victim to the the woundmages, manipulate
Mosquitofolk are immune to the blood drain of savage appetite of the mosquitofolk on the move— and shape every
mosquito swarms. existing as one of their blood slaves.
Blood Scent (Ex) A mosquito swarm automatically A race lost to its own, self-inflicted addiction to
detects the existence and location of any living blood, the mosquitofolk make no alliances and
creature with blood within 60 ft. regardless of seek no friends. Only creatures lacking the blood
obstructions or other unusual circumstances that they crave or those backed with overwhelming
might impede sight and hearing. Normally, it does force, can expect even a moment’s respite
this without needing to make a Perception check. from their assault. However, even if such
Diseased (Ex) Because of their constant contact with circumstances cause them to hold back
the blood of various creatures, mosquitoes are from immediate attack, their inability
carriers for many diseases. Any creature subjected to regard others as worth anything
to a mosquito’s blood drain attack has a 10% chance save as sources of food soon pushes
of being exposed to a disease: nearly any disease them to launch a murderous
can be spread in this way, both those common and attack.
those rare (see Pathfinder Roleplaying Game Core Lore: The following
Rulebook). Once this check is made, the victim can information about
no longer be infected by this particular mosquito mosquitofolk is gained with
swarm although attacks by different mosquito successful Knowledge
swarms are resolved normally and may result in (nature) checks:
multiple illnesses. ❖❖ DC 10:
Mosquitofolk are dominated
by a relentless
Of all the disturbing things you’ve ever seen, few
thirst for fresh
can match the primal, gruesome wrongness that
blood that
stands before you. Though roughly humanoid
makes it nearly
in shape, the creature appears more like an
overgrown, upright mosquito, complete with impossible to
large compound eyes, a long proboscis, and reason or even
wings. Its incessant buzzing threatens to burrow coexist with them.
into your very sanity. ❖❖ DC 15: Their craving for
blood causes mosquitofolk to wage
A pernicious threat throughout the jungle, an unending war with their neighbors.

Here Be Monsters

mosquitofolk to fit some specific purpose. or Escape Artist check against it, the mosquitofolk is are resolved normally and might result in multiple
❖❖ DC 25: All mosquitofolk have the ability to removed. illnesses.
smell blood, which enables them to locate Blood Drain (Ex) A mosquitofolk drains blood at the Ecology
nearby living creatures—even those that end of its turn if it is attached to a foe, inflicting Environment warm forests and swamps
manage to thwart their eyes and ears. Only Constitution damage. Each round it drains blood, Organization solitary, pair, colony (3–6), or scourge
those who take extra precautions have any the mosquitofolk subsequently heals hp equal (7–20)
chance of avoiding their notice. to the number of Constitution points drained Treasure standard (in lair)
multiplied by its own HD; if it’s already at full hp,
it instead gains temporary hp for 1 hour (up to a
Mosquitofolk Mosquitofolk, Hollow CR 2
maximum number of temporary hp equal to its full
Attach (Ex) When a mosquitofolk hits with its bite normal hp). A disturbing humanoid with the decaying head
attack, its sharp proboscis plunges into the target Blood Scent (Ex) A mosquitofolk automatically and wings of a mosquito lurches forward. The
while its barbed arms and legs latch on. The detects the existence and location of any living feet and lower legs seem almost swollen by some
mosquitofolk has a flat-footed AC but holds on creature with blood within 60 ft. regardless of liquid cargo when compared to the emaciation of
tight and automatically inflicts bite damage each obstructions or other unusual circumstances that the rest of its body.
round. A mosquitofolk has a +8 racial bonus to might impede sight and hearing. Normally, it does
XP 600
maintain its grapple on a foe once it’s attached. An this without needing to make a Perception check.
NE Medium undead
attached mosquitofolk can be struck by a weapon Note, mosquitofolk still retain and rely upon
Init +3; Senses blood scent 60 ft., darkvision 60 ft.;
or grappled itself: if its target wins a grapple check the full use of their eyes and ears. If blinded or
Perception +7
deafened, they suffer all the normal
consequences (except for their
ability to smell the location of living AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
creatures). For instance, a blinded hp 16 (3d8+3)
mosquitofolk might walk off a cliff Fort +1, Ref +4, Will +4
while following the scent of blood. Defensive Abilities undead traits
Diseased (Ex) Because of their Offense
constant contact with the blood Speed 30 ft., climb 30 ft., fly 30 ft. (good)
of various creatures, mosquitofolk Melee bite +5 (1d6+3 plus attach)
are carriers for many diseases. Any Ranged blood splatter +5 touch (blinded)
creature subjected to a mosquitofolk’s Special Attacks blinded (range 15 ft., 1d4+1 rounds, DC
blood drain attack has a 10% chance 11), blood drain (1d2 Con), diseased
of being exposed to a disease: nearly Tactics
any disease can be spread in this way, Before Combat Hollows move directly toward any
both those common and those rare source of nearby blood.
(see Pathfinder Roleplaying Game Core During Combat Animated husks created by their
Rulebook). Once this check is made, callous kin, hollows exist to transfer blood from
the victim can no longer be infected by enemies to living mosquitofolk. They advance on
this particular mosquitofolk although targets without fear and drain them of blood. When
attacks by different mosquitofolk they are full with stolen blood, they use their blood

Here Be Monsters

splatter ability to assist other mosquitofolk. Other hp 37 (5d10+10) natural)

mosquitofolk often cluster around hollows in order Fort +3, Ref +9, Will +5 hp 59 (7d10+21)
to partake of the blood splatter. Immune disease, mind-affecting effects Fort +5, Ref +11, Will +6
Morale Mosquitofolk fight to the death against living Offense Immune disease, mind-affecting effects
foes possessing blood or in defense of their nest. Speed 40 ft., climb 50 ft., fly 60 ft. (good) Offense
Otherwise, they attempt to flee immediately. Melee bite +8 (1d6+4 plus attach) Speed 40 ft., climb 40 ft., fly 40 ft. (good)
Statistics Special Attacks blood drain (1d4 Con), diseased Melee bite +13 (1d6+4 plus attach and poison)
Str 14, Dex 16, Con —, Int 10, Wis 12, Cha 11 Tactics Ranged sling +13 (1d4+3)
Base Atk +2; CMB +4 (+12 grapple when attached); Before Combat Blood jumpers hide prior to attacking. Special Attacks blood drain (1d4 Con), diseased,
CMD 17 (21 vs. trip) During Combat A blood jumper uses its great mobility sneak attack (+1d6)
Feats Toughness, Weapon Finesse to hit and run, flanking when possible. It prefers Tactics
Skills Climb +16, Fly +13, Perception +7, Stealth +9; to drain blood from creatures already engaged in Before Combat A secret sting takes any opportunity
Racial Modifiers +8 Climb combat with others rather than tackle them alone. to draw away individuals from a party to more easily
Languages Buzz Speak Morale Mosquitofolk fight to the death against living drain their blood.
SQ blood scent foes possessing blood or in defense of their nest. During Combat Because a secret sting produces
Special Abilities Otherwise, they attempt to flee immediately. sensory-altering venom that causes victims no
Blood Splatter (Ex) Used as a ranged touch attack, Statistics longer see it, it prefers to isolate its victims and
targets are blinded when hit by a hollow’s blood Str 16, Dex 20, Con 14, Int 10, Wis 12, Cha 11 attack them at its leisure. If forced into a fair fight, it
splatter. Other mosquitofolk are immune to Base Atk +5; CMB +8 (+16 grapple when attached); tries to drain blood from the nearest opponent and
the blindness, but living mosquitofolk hit by it CMD 23 (27 vs. trip) then scamper away.
immediately gain benefits as if they had just blood Feats Dodge, Flyby AttackB, Mobility, Spring Attack Morale Mosquitofolk fight to the death against living
drained 1 Constitution from a target. Skills Acrobatics +13, Climb +18, Fly +16, Perception foes possessing blood or in defense of their nest.
Additionally, when a hollow is reduced to 0 hp, all +8, Stealth +12, Survival +8; Racial Modifiers +8 Otherwise, they attempt to flee immediately.
creatures within 5 ft. are affected by a blood splatter Acrobatics, +8 Climb Statistics
(Reflex DC 11 avoids). Languages Buzz Speak Str 16, Dex 23, Con 16, Int 10, Wis 12, Cha 11
SQ blood scent Base Atk +7; CMB +10 (+18 grapple when attached);
Mosquitofolk, Blood Jumper CR 4 CMD 26 (30 vs. trip)
Mosquitofolk, Secret Sting CR 6 Feats Dodge, Point-Blank Shot, Precise Shot, Weapon
The long, spindly legs of this mosquitofolk cause
it to crouch to such an extent that its shoulders Finesse
The long, tapering fingers and toes of this
nearly touch its knees. mosquitofolk make it seem almost as if it could tie Skills Climb +19, Fly +18, Perception +10, Stealth +15,
itself into knots if it wanted. Survival +10; Racial Modifiers +8 Climb
XP 1,200 Languages Buzz Speak
NE Medium monstrous humanoid XP 2,400 SQ blood scent
Init +5; Senses blood scent 60 ft., darkvision 60 ft.; NE Medium monstrous humanoid Special Abilities
Perception +8 Init +6; Senses blood scent 60 ft., darkvision 60 ft.; Poison (Ex) Mosquitofolk Indifference—injury
Defense Perception +10 [mind-effecting]; save DC 16 (Constitution-based);
AC 17, touch 16, flat-footed 11 (+5 Dex, +1 dodge, +1 Defense frequency 1/round for 2 rounds; effect target cannot
natural) AC 18, touch 17, flat-footed 11 (+6 Dex, +1 dodge, +1 attack this mosquitofolk; cure 1 save.

Here Be Monsters

Mosquitofolk, Blood Blade CR 7 Skills Climb +23, Fly +17, Perception +12, Stealth +13, grab targets.
Survival +11; Racial Modifiers +8 Climb Morale Mosquitofolk fight to the death against living
This sleek mosquitofolk moves with a sinuous
Languages Buzz Speak foes possessing blood or in defense of their nest.
grace that makes the slightly curved, double-
SQ blood scent Otherwise, they attempt to flee immediately.
bladed spear it holds in its hands seem almost a
part of it. Statistics
Str 28, Dex 8, Con 20, Int 8, Wis 14, Cha 10
Mosquitofolk, Cage Glider CR 8
XP 3,200 Base Atk +10; CMB +21 (+29 grapple when attached);
This gigantic and heavily muscled mosquitofolk
NE Medium monstrous humanoid CMD 30 (34 vs. trip)
wears nothing but a tangled kilt of cruelly barbed
Init +3; Senses blood scent 60 ft., darkvision 60 ft.; Feats Great Fortitude, Hover, Improved Overrun, Iron
appendages that dangle from its midriff.
Perception +12 Will, Power Attack
Defense XP 4,800 Skills Climb +26, Fly +8, Intimidate +9, Perception +11,
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 NE Huge monstrous humanoid Survival +11; Racial Modifiers +8 Climb
natural) Init −1; Senses blood scent 60 ft., darkvision 60 ft.; Languages Buzz Speak
hp 85 (9d10+36) Perception +11 SQ blood scent
Fort +7, Ref +9, Will +7 Defense Special Abilities
Immune disease, mind-affecting effects AC 19, touch 7, flat-footed 19 (−1 Dex, +12 natural, −2 Gather Slave (Ex) Any living creature reduced to 0 hp
Offense size) from being constricted by the cage glider takes no
Speed 30 ft., climb 30 ft., fly 30 ft. (good) hp 105 (10d10+50) additional damage and is simply held helpless. The
Melee mwk double spear +13/+13/+8/+8 (1d8+5/x3 Fort +10, Ref +6, Will +11 cage glider can hold up to four slaves at once.
plus bleed) or bite +14 (1d6+7 plus attach and bleed) Immune disease, mind-affecting
Special Attacks bleed (2d6), blood drain (1d4 Con), effects
diseased Offense
Tactics Speed 50 ft., climb 50 ft., fly 20 ft.
Before Combat Blood blades charge into combat. (good)
During Combat A stalwart combatant, a blood blade Melee 2 tendril +17 (1d8+9 plus grab
relishes facing opponents head on and despises and paralysis) or bite +17 (2d6+13
enemies who try to get around it. It prefers to use plus attach)
its spear in melee and only employs its bite attack Special Attacks blood drain (2d4 Con),
when hoping to drain blood. constrict (1d8+9), diseased, gather
Morale Mosquitofolk fight to the death against living slave, paralysis (2d4 rounds, DC 20)
foes possessing blood or in defense of their nest. Tactics
Otherwise, they attempt to flee immediately. Before Combat Cage gliders do as
Statistics their leaders order. They often
Str 20, Dex 17, Con 18, Int 10, Wis 12, Cha 11 travel some distance behind troops
Base Atk +9; CMB +14 (+22 grapple when attached); to avoid giving up their location.
CMD 27 (31 vs. trip) During Combat Intending to ensnare
Feats Combat Reflexes, Critical Focus, Dodge, Two- and carry off new blood slaves for
Weapon Fighting, Vital Strike the lair, a cage glider attempts to

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Mosquitofolk, Swarm Spewer CR 9 Melee bite +17 (1d6+2 plus attach) swarm in existence, a swarm spewer’s concentration
Special Attacks blood drain (1d4+2 Con), diseased, spit check DC receives a +2 modifier.
The sloping belly of this rotund mosquitofolk wars
mosquito swarm, swarm gale breath, swarm rise Swarm Gale Breath (Su) A swarm spewer can spit
with the hump that looms across its back. Tiny
Tactics out a 40 ft. cone of mosquitoes with incredible
black mosquitoes swarm out of every orifice on its
Before Combat Swarm spewers find a defensible velocity 1/1d4 rounds. All creatures in the area
body, and its flesh seems to almost shiver as the
insects freely move beneath its skin. position from which to launch their ranged assault. except mosquitofolk are targeted. Targets suffer
During Combat A swarm spewer typically begins 6d6 damage (Reflex DC 19 for half), and any damage
XP 6,400 combat by using its swarm gale breath to break taken is treated as the roll for a bull rush attempt. If
NE Medium monstrous humanoid apart enemy formations. Alternatively, if it identifies a target is pushed back at least 5 ft., it falls prone.
Init +9; Senses blood scent 60 ft., darkvision 60 ft.; a particularly dangerous foe, it uses its swarm rise The mosquitoes perish from the force and do not
Perception +14 ability to remove that threat from the battlefield for form swarms.
Defense as long as possible before dropping the target. Swarm Rise (Su) A swarm spewer can command
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 Morale Mosquitofolk fight to the death against living mosquito swarms to lift creatures 40 ft. into the
natural) foes possessing blood or in defense of their nest. air (Reflex DC 19 avoids). The swarm must be fully
hp 138 (12d10+72) Otherwise, they attempt to flee immediately. engulfing the target to lift it; however, multiple
Fort +12, Ref +13, Will +9 Statistics swarms can combine to lift larger targets. Targets
Immune disease, mind-affecting effects Str 13, Dex 21, Con 22, Int 10, Wis 12, Cha 17 without fly speeds cannot move while lifted by a
Base Atk +12; CMB +13 (+21 grapple when attached); swarm although they can perform other actions;
CMD 28 (32 vs. trip) targets with fly speeds are entangled.
Speed 30 ft., climb 20 ft., fly 30 ft. (good)
Feats Dodge, Flyby Attack, Great While lifted by the swarm, targets can make a new
Fortitude, Improved Initiative, Mobility, save each round. If they succeed, they fall to the
Weapon Finesse ground. The swarm spewer must concentrate to
Skills Climb +21, Fly +22, Perception keep the target lifted or to make the swarm move
+14, Stealth +18, Survival +13; Racial with the target; however the swarm cannot go
Modifiers +8 Climb higher with the target. If the swarm spewer stops
Languages Buzz Speak concentrating or falls unconscious, the target drops.
SQ blood scent
Special Abilities Mosquitofolk, Woundmage CR 10
Spit Mosquito Swarm (Su) A swarm
This tall and cadaverous mosquitofolk walks
spewer can spit out 1 mosquito swarm/ with such a noticeable stoop that at first glance it
round. This functions as a summon appears to need the crooked staff it clutches just
swarm spell (CL 9th), except only to stay upright.
mosquito swarms can be summoned.
The swarm spewer may spit mosquito XP 9,600
swarms multiple times—sustaining NE Medium monstrous humanoid
multiple swarms—but failing to Init +8; Senses blood scent 60 ft., darkvision 60 ft.;
maintain concentration affects all Perception +13
swarms. For each additional such Aura lesion cascade (30 ft., DC 21)

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Defense Languages Buzz Speak Slaving Expedition CR 14 (XP 38,600)

AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 SQ blood scent ❖❖ 4 blood blades
natural) Special Abilities ❖❖ 4 blood jumpers
hp 136 (13d10+65) Blood Weep (Su) A woundmage can exert its ❖❖ 1 cage glider
Fort +8, Ref +12, Will +11 control over blood in a 40-ft. cone, 1/1d4 rounds. All ❖❖ 11 hollows
Defensive Abilities woundmage’s prerogative; living creatures in the area except mosquitofolk ❖❖ 1 woundmage
Immune disease, mind-affecting effects are targeted. Targets suffer 6d6 bleed damage
Speed 30 ft., climb 30 ft., fly 30 ft. (good)
(Fortitude DC 21 for half). Targets are also blinded
and fatigued if they fail their save; fatigued targets
The Best Defense
Melee bite +17 (1d6 plus attach) are instead exhausted. The blindness is removed Over countless generations, jungle natives all over
Special Attacks blood drain (2d4 Con), blood weep, when the bleed damage is stopped. have developed a few herbal remedies intended
diseased, heart clutch gaze Heart Clutch Gaze (Su) One target is stunned while specifically to help them fend off, or at least
Tactics the woundmage concentrates, 30 ft., Fortitude DC 21 endure, the depredations of the mosquitofolk. The
Before Combat Woundmages direct their troops. (Charisma-based). threat posed by the mosquitofolk to all other races
During Combat A woundmage makes the most Lesion Cascade (Su) All wounded living creatures inspires a measure of solidarity even amongst
effective use of its lesion cascade aura, attempting within 30 ft. of the woundmage take 4d6 bleed the most bitter of enemies. For that reason, these
to include what it deems the enemy commander damage. products are available for sale, usually with little
among it targets. Once the enemy is softened, it Woundmage’s Prerogative (Su) The woundmage to no profit for their makers, in virtually any
unleashes its blood weep ability to give allies a can transfer all its damage to any other living community within the jungle.
better chance of draining blood from suddenly mosquitofolk within 50 ft. (The targeted
Item Price Weight
incapacitated foes. Cruel and merciless even by mosquitofolk must have fewer HD.) This always kills
Blood Lure 50 gp 1 lb.
the standards of its own kind, a woundmage never the recipient no matter how many hp it has left.
Gag Grass 100 gp 1 lb.
hesitates to sacrifice a lesser mosquitofolk through Haze Frond Torch 300 gp 1 lb.
its woundmage’s prerogative ability if it reaches 1/2
its hp total.
Encounters Reek Sap
Stonefall Seeds
100 gp
15 gp
1 lb.
1/2 lb.
Morale Unlike other mosquitofolk, a woundmage Raiding parties of mosquitofolk are a constant
flees any battle if all its allies are slain. Otherwise, it menace throughout the jungle. While their exact
Blood Lure: When this concoction of rare fruit
fights to the death if starving or defending its lair. composition depends on the intent of the raid and
juices and hummingbird marrow is consumed, you
Statistics the opposition they expect to encounter, they all
produce a scent that mosquitofolk find intoxicating.
Str 10, Dex 18, Con 19, Int 14, Wis 12, Cha 21 have the same ultimate goal: to slake their thirst
Any mosquitofolk able to sense you using its blood
Base Atk +13; CMB +13 (+21 grapple when attached); for blood and to find new slaves to deliver to their
scent ability can do nothing but attempt to drain
CMD 27 (31 vs. trip) homeland.
your blood (Fort DC 15, new save each round).
Feats Dodge, Flyby Attack, Improved Initiative, Iron This effect lasts for 1d4 rounds. (The blood lure
Will, Mobility, Toughness, Weapon Finesse Blood Raiders CR 11 (XP 13,000) itself does not attract mosquitofolk. It’s only when
Skills Climb +20, Fly +20, Knowledge (arcana) +13, ❖❖ 2 blood jumpers consumed—and thereby metabolized—by a living
Knowledge (dungeoneering) +13, Knowledge ❖❖ 3 hollows creature that the item takes effect.)
(nature) +13, Perception +13, Stealth +16, Survival ❖❖ 1 secret sting Gag Grass: Once eaten, this brew of specially
+13; Racial Modifiers +8 Climb ❖❖ 1 swarm spewer stewed weeds temporarily taints your blood with

— 10 —
Here Be Monsters

a toxin that specially wards against mosquitofolk. that only wants one thing: their blood.
Once ingested, mosquitofolk are unable to drain
your blood although you are still susceptible to its
The day is about to become all about
survival. Instant Adventure
bite damage; this effect lasts for 5 minutes. With Terrain: The jungles surrounding “Blood Meal” is a mini-adventure—one-map, one-scene—
each attempt, a mosquitofolk becomes nauseated the lair are largely dense forest revolving around a mosquitofolk lair that you can easily
for 1 round (Fort DC 15). although it thins in spots and even drop into your campaign. Even more, three possible
Haze Frond Torch: If set ablaze, these heavy, turns into marsh occasionally. A scenarios flesh out the site for different levels of play:
damp leaves emit a faint blue smoke that interferes couple of low mountain ranges line “Starvation,” “Captured,” and “Blood Ritual.”
with the vision of mosquitofolk and vermin of all the region—the steep, cave-spotted Want to pepper your “sandbox” style campaign with
kinds. For the torch’s duration, anyone within 20 cliffs overlooking dense, moist jungle interesting locales? Want a transition between larger
ft. of the burning fronds gains concealment against are ideal for mosquitofolk lairs. (See adventures? Want a side trek to get a bit more XP? This is
the attacks of mosquitofolk and vermin. Otherwise, Pathfinder Roleplaying Game Core just what you needed!
a haze frond torch functions as a standard torch. Rulebook for details on wilderness
Reek Sap: This clear resin alters the blood scent exploration.)
of living creatures. Once applied, the sap lasts Approaching by jungle is difficult This is appropriate for the 4th-level scenario,
for 1 day, and during this time, using the Stealth and time-consuming. The clearing leading up to “Starvation,” using medium XP progression. At that
skill allows you to go unnoticed by the blood scent area M1 is the easiest and most straightforward level, there is likely very little else of value in the
ability as well as by sight and sound like normal. approach. It is easy enough to evade the guard entire lair. The mosquitofolk themselves carry very
Stonefall Seeds: Once eaten, these tiny gray post (area M2) by being sneaky while at a distance. little: no armor except an occasional scrap that
seeds poison your blood. For 10 minutes, you are Unfortunately, mosquitofolk all have blood scent. is more for fancy than utility and few weapons of
unable to fly—neither by natural means nor by Within 60 ft. of one—assuming someone in the note—the masterwork double spears of the blood
magic. However, any creatures that successfully party pumps blood through their veins—there’s no blades being a notable exception. Anything of note
drain your blood during that period also lose the hiding from them. would be in individual mosquitofolk dens that are
ability to fly. The cliff is a major feature of the mosquitofolk not shown on the map.
lair. The mosquitofolk themselves think nothing There is no treasure indicated for the higher-

Blood Meal of it since they have both climb and fly speeds. To
PCs, on the other hand, this 60-ft.-tall cliff is a
level scenarios beyond that in area M11. This is left
to be filled out as appropriate for your campaign.
As you approach the cliff, you notice that there’s major obstacle. Its surface is rough with plenty of However, for the 8th-level scenario “Captured,” you
a clearing in the jungle just before it. Studying outcroppings for good footing (Climb DC 20, may might scatter a +1 amulet of natural armor, a +2
the looming cliff face, you make out several dark increase to DC 25 in spots). On the cliff face, just cloak of resistance, and a +1 weapon as personal
spots that are likely caves dotting its surface. This below the entrance to the larder (area M12), there items on a few lucky mosquitofolk and a figurine
could be an excellent spot to begin excavating. And is a ledge (30 ft. high). A switchback leads down to of wondrous power (silver raven) and 8,000 gp
maybe you can figure out where that incessant it from the top, and a similar one continues to the worth of currency and gems among mosquitofolk
buzzing sound is coming from. bottom. If spotted, mosquitofolk will harry PCs dens (such as in area M7). For the 12th-level
Before the characters, there lies a mosquitofolk while negotiating the cliff. scenario “Blood Ritual,” you might scatter a +2
lair, home to some of the most vicious predators Treasure: There is some treasure gathered amulet of natural armor, a pink ioun stone, and a
in this region. It doesn’t matter why the PCs are in area M11: all of it confiscated from prisoners. +2 weapon as personal items on a few mosquitofolk,
here—exploration, a rescue mission, treasure It’s largely mundane gear, but there are some perhaps the woundmages, and a figurine of
hunting—they’re going to be facing an opponent significant sources of healing that could be used. wondrous power (bronze griffon) and 28,000 gp

— 11 —
Here Be Monsters

— 12 —
Here Be Monsters

worth of currency and gems among mosquitofolk unorganized attacks on small villages and miles near the dread city. Has ancient evil
dens. The dens would also be appropriate places outposts. awoken within the presumably abandoned
to have story specific treasure, such as journals, ❖❖ Spawning season is upon us, and there is city? What could this possibly forebode?
treasure maps, or special ritual ingredients. continual need for slaves. Their blood will
Beyond what’s provided: This lair is support a new generation of mosquitofolk. M1. Lair Entrance
intentionally left with some loose ends. On the Slaving expeditions leave the lair daily to
Two bodies, wrapped in dead leaves and blood-
map, for instance, there’s little indication of what ensure a steady supply.
soaked shrouds, dangle from thick woven ropes. A
lies just to the west of the lair in that cut on top of ❖❖ A fecund spawning season has passed, and
look of anguish is frozen on their faces.
the cliff and the woundmage den is left unmapped. the young are developing well. The time
Also, it’s suggested that the cliff is dotted with fast approaches for the Blood Feast. This The bodies appear to be human and from one of
caves, but they aren’t shown. This mini-adventure dark ritual is the mosquitofolk’s terrible the local jungle tribes. An inspection of the bodies
was designed to be adaptable to your needs, to give offering to their dark patrons. It is a frenzy determines that they have been exsanguinated and
you a framework for expansion. To the west might of violence and blood, a rite of passage for possess multiple stab wounds (Heal DC 15). The
be more jungle and the PC’s salvation, or more the young and a validation for the old. Not small pooling of blood on the ground below and
mosquitofolk dens, or even the ruins of the ancient all mosquitofolk make it out alive. No other that soaked into their coverings doesn’t come close
city of the mosquitofolk. What do you need to be creature makes it out alive. to accounting for the blood loss.
there? ❖❖ The colonials have had enough. They are
Depending on how you’re using this adventure, planning to destroy the mosquitofolk once
you could expand its scope by adding those and for all and have developed an alchemical M2. Watch Platform
cave entrances to the cliff face that were alluded cocktail that is sure to do the job. Ignoring A small, secluded platform of interleaved matting
to earlier, both giving PCs potential respite if the warnings of the natives, they push ahead is half-grown into the wide branches of the
abandoned or adding additional encounters if not. with their plan to exterminate the terrible nearby trees.
And the mosquitofolk need not be alone. There predators. Although seemingly successful in
could be other creatures living alongside them. The destroying several of the lairs initially, their From the ground, the platform itself is difficult to
best candidates would be those without blood— concoction ultimately proves mutagenic to spot (Perception DC 30), and creatures (Medium
constructs, oozes, plants, and undead generally fit the mosquitofolk, creating monstrosities that or smaller) on the platform gain a +10 bonus to
this bill—and vermin, which mosquitofolk seem to seem impossibly more terrible than before. Stealth checks. The platform is 20 ft. high.
have a connection to. Perhaps there’s even a link ❖❖ Never seen before, all the mosquitofolk Creatures: There is always a mosquitofolk on
between mosquitofolk and stirges. tribes are making a pilgrimage to their watch at this platform (usually a blood jumper
Hooks: The mosquitofolk are really about only largest, most ancient, abandoned city, where or secret sting), which overlooks the only easy
one thing—blood. They want it, they crave it, they they all emerged from so many eons ago. entrance to this mosquitofolk lair. Rather than
need it. In fact, they’ll die without it. So most plot Unbelievably, they are ignoring those non- attack, however, mosquitofolk on watch sound
hooks should revolve around blood: mosquitofolk they come across, those that the alarm, assuming they’ve had a blood meal
❖❖ There’s a new presence in the jungle. The they would normally drain dry of blood within the past 48 hours. Otherwise, starving
natives are running scared and won’t without hesitation. The mosquitofolk appear mosquitofolk will attack any living creatures
talk about it. Several races, including the to be in a trance. No one knows what’s possessing blood on sight.
mosquitofolk, have been nearly wiped out. going on, but occasional natives swear they A mosquitofolk alarm utilizes their inimitable
All that remains are pockets of survivors. hear—or perhaps feel is more appropriate—a buzzing language, Buzz Speak. To facilitate
They are crazed with hunger and start to risk massive, low thrum enveloping the jungle for communication over large distances, their alarm

— 13 —
Here Be Monsters

is largely infrasonic: that is, it’s difficult for those allowed to bleed out over the pools, nourishing mosquitofolk) submerged or wounded within the
without special hearing, such as most humanoids, the mosquitofolk young. Once old enough, the fetid water has a 20% chance each round of being
to detect (Perception DC 30; bards gain a +5 young instinctively migrate to the larger pool to the exposed to a disease. Nearly any disease can be
bonus to check). Even if detected, without specific north, never straying far from it until fully mature. spread in this way, both those common and those
knowledge of the mosquitofolk and their ways Mosquitofolk do not dote on their young although, rare (see Pathfinder Roleplaying Game Core
(Knowledge [local or nature] DC 15), noticing this throughout spawning season, watchful elders are Rulebook).
infrasonic variation of Buzz Speak marks it only as never far. There are small sets of spawning pools
an oddity. scattered around the mosquitofolk lair.
This alarm is easily heard by other mosquitofolk Creatures: These pools are perfect spawning M6. Main Platform
within the lair and can travel for several miles, grounds for normal mosquitoes, and the Towering 60 ft. over the ground, a woven
even penetrating the dense jungle. During mosquitofolk encourage this cohabitation, viewing platform of reed and vine is anchored to the cliff.
mosquitofolk expeditions, mosquitofolk watchers these distant cousins as a sign of health and From it dangle the corpses of three humanoids.
are set along the way, so if an alarm is sounded, prosperity and treating them as pets. There are
they can relay the message and recall the always 1d3 mosquito swarms around the pools. This platform serves as the main exit point for
expeditionary forces. Sounding such an alarm those mosquitofolk living in the nearby caves.
requires a standard action. All living mosquitofolk Terrain: There are large gaps in the platform’s
can sound such an alarm (hollows cannot). M5. Blood Pool weave, and it is precariously anchored, teetering
Rotting plants and the carcasses of animals fill with the swaying corpse in the breeze, so treat the
this pool. Cutting deep into the cliff face, the platform as difficult terrain. It can only take the
M3. Trophy Pike grotto shows the hallmarks of running water long weight of five Medium creatures before it topples
Overgrown with moss and bright pink flowering ago. Now, the water is still and rank. the 60 ft. to the ground—and there are already
vines, this macabre display holds the skulls of three Medium corpses dangling from it.
several different creatures. This stagnant pool is a holy site to the mosquitofolk.
This is where the woundmages commune with
This display is not a warning but a celebration. awful powers, where the young mosquitofolk grow M7. Woundmage Den (Entrance)
These skulls are trophies to past victories. to maturity, and where terrible, bloody rituals are The large room beyond is dark but obviously
held. decorated in blood and offal.
The water stays shallow for the first 15–20 ft.
M4. Spawning Pools from the edge—less the 1 ft. deep—but quickly The den is large and disturbing with blood and
Depressions in the earth are filled with a strong- increases to up to 30 ft. deep as the grotto cuts into body parts strewn about as decoration...
smelling, murky liquid. More bodies dangle from a the cliff. What lies beyond this entrance and to the west is
platform high above the pools. An occasional drop Creatures: The woundmages use the shallows intentionally left missing.
of blood falls to the pools below. for ritual sacrifices. The cage gliders (rarely ever Depending on how extensive you need the
Typically no more than 1 ft. deep, these pools more abundant than 2–3 in even the largest of mosquitofolk lair to be, the western passage may
are a mixture of blood and stagnant water. During colonies) enjoy lying submerged within the deepest provide an exit to the relative safety of more jungle,
spawning season, they brim with either masses sections; mosquitofolk young flit about all parts or it may simply lead to more caverns—deeper into
of mosquitofolk eggs or the newly hatched larvae. of the grotto. There are always 1d4+1 mosquito mosquitofolk domain. Perhaps it opens up to reveal
The bodies of creatures, often still barely alive, swarms in this area. ruins of the ancient and forgotten cities of the
are strung up to the platform overhead and Diseased: Any creature (other than earliest mosquitofolk.

— 14 —
Here Be Monsters

M8. Watch Platform assortment of knickknacks decorates the nook. mosquitofolk, held for sacrifice by the woundmages
in the Blood Pool (area M5), hung as blood drips for
A small platform of interleaved matting is This area is where guards—or other mosquitofolk the mosquitofolk young, or all of the above.
anchored to the cliff.
after a particularly gluttonous visit to the Cells: The lids of each cell are either tied down
larder—rest. It is also where most of the prisoners’ with rope (Disable Device 20; hardness 0, hp
This platform is connected by braided rope to an
belongings wind up. Mosquitofolk have little need 2, break DC 23) or weighed down with rocks
identical platform hidden in the trees (area M2).
for most of the items obtained from those they (Strength DC 20).
Mosquitofolk can handily cross this rope using
kill. Occasionally, scraps of armor or weapons find Creatures: If there are currently any prisoners
their typical gait, combining hovering and hopping.
a use somewhere in the colony, but most other held in the cells, one or more mosquitofolk stands
items are used merely for decoration. Much of the guard, staying either within this room or just
M9. Bestial Skull and Ring of Stones assorted idols, jewelry, clothing, and other pieces beyond on the ledge.
are scattered here.
An especially large skull lies in the corner, marked
by blood and illuminated by candlelight. Treasure: The belongings of past prisoners lie
strewn about this area, a variety of tattered clothes, Scenario 1: Starvation
This well cared for skull is a trophy and offering adventuring gear, and holy symbols—some as Level: 4th.
to dark mosquitofolk patrons. Indecipherable decoration, some as refuse, all worthless. It’s been a devastating season for this
blood markings on the floor encircle it. (This is a Half buried in the blankets sits an unlocked mosquitofolk colony. Recently decimated in a
primitive written form of Buzz Speak. While only red chest (Perception DC 12). This is where the coordinated werejaguar attack, they are having a
mosquitofolk can understand and speak Buzz mosquitofolk keep items they may find useful at difficult time obtaining sufficient blood. Having
Speak, anyone can learn written Buzz Speak—just some point but presently have no real need of. It lost all their woundmages, this colony is unlikely to
as any other language.) contains eight potions of cure light wounds, three recover and will soon fall victim to the jungle. Now,
potions of cure moderate wounds, a potion of they simply struggle to survive. In a near-constant
remove disease, a wand of lesser restoration (40), state of starvation, they pounce on any hint of
M10. Altar and 2,000 gp. blood.
Mismatched pieces of abstract art carved out of Creatures: The mosquitofolk attack living
bone, unfired clay, and stone decorate this niche creatures on sight and ceaselessly chase those that
in the cave. Pools of hardened wax, rancid lamp M12. Larder flee. If creatures don’t register as possessing blood
oil, and congealed blood show the passage of Small and cramped, these pits are just big enough when in range of blood scent, the mosquitofolk
many years. for an adult human to stand in. Several of these backs off in search of real food. Their hunger is the
cells are barred with woven mat lids, either tied only thing that matters right now. No mosquitofolk
The mosquitofolk use this small altar to offer or weighted down, keeping their contents sealed. bothers to sound the alarm.
thanks and share in the blood of prisoners with A bucket of water is nearby, as are several old
those dark powers with which the mosquitofolk wooden plates and mugs.
woundmages commune. Area M2 (CR 4 or 6)
When the mosquitofolk aren’t starving, they Creature: A blood jumper lies in wait on the
keep prisoners in these cells as food, keeping watch platform for any “blood bag” to approach
M11. Bedding them minimally alive with rancid water and the area M1. Even if PCs approach stealthily, the
Animal skins, crudely woven blankets, and dried occasional bloodless carcasses of small animals. creature’s blood sense detects them within 60 ft.
grasses make an ample sleeping area. A random Such prisoners may be periodically fed upon by Noisy PCs, however, may also attract the attention

— 15 —
Here Be Monsters

of the blood jumper at area M8, escalating this Mosquitofolk, Secret Sting CR 6 Mosquitofolk, Blood Jumper CR 4
XP 2,400 XP 1,200
Mosquitofolk, Blood Jumper CR 4 hp 59 hp 37

XP 1,200
hp 37 Area M7 (CR 4) Area M12 (CR 4)
Creatures: A pair of hollows scours the stray body Creatures: A pair of hollows repeatedly probes
Area M4 (CR 5) parts and offal in the woundmage den for blood. If the blood-drained corpses of prisoners for any last
they are aware of PCs in area M6, they respond. drop of blood.
Creatures: A blood jumper is latched onto one
of the dangling corpses trying to drain any last Mosquitofolk, Hollows (2) CR 2 Mosquitofolk, Hollows (2) CR 2
drop of blood. A mosquito swarm hovers near the
XP 600 each XP 600 each
spawning pools.
hp 16 each hp 16 each
Mosquitofolk, Blood Jumper CR 4
XP 1,200
hp 37
Area M8 (CR 4) Scenario 2: Captured
Creature: A blood jumper anxiously patrols the Level: 8th.
Mosquitofolk, Mosquito Swarm CR 2 ledges east and south of the larder. It has a 50% The mosquitofolk are in a phase of rapid
chance to be in a position to notice PCs (in or out expansion, and it is spawning season. They need
XP 600
of combat) in all other areas, and if it does notice an exorbitant amount of blood. Those prisoners
hp 13
them, whether through Perception or blood sense, currently held are under constant guard. The other
it immediately approaches and attacks the PCs. mosquitofolk are away on slaving expeditions.
Area M5 (CR 7)
Creature: A blood blade is trying to spear some
parrots in a nearby tree. It quickly turns its
attention to PCs if aware of them.
PCs as Prisoners
Running a game with PCs as prisoners can be tricky, especially if you’re taking away all their stuff.
Mosquitofolk, Blood Blade CR 7 You risk ruining the fun for everyone. The payoff comes when everyone has fun anyway—because
XP 3,200 they’re forced to try something they never would have if they still had their things.
hp 85 Try starting with the scenario already in progress (or in medias res). This way, there’s no need
to risk an overpowered encounter on the PCs and needlessly waste the resources they’ll need to
escape. And if you tell players up front that they’ll start off as prisoners, they’re less likely to be
Area M6 (CR 6 or 7) angry at being overly railroaded. They may even be excited by it.
Creature: A secret sting is resting back by the Try not to penalize the PCs too harshly. For instance, let spellcasters keep their spells (otherwise
wall, growing weak with hunger. It recovers enough they’ll be useless). The escape should be challenging but not impossible. Play it by ear, and if they’re
to attack if aware of PCs. The sounds of battle having fun and not having problems, postpone returning their stuff—maybe some or all is in a
attract the blood jumper in area M12 in 1 round. different area.

— 16 —
Here Be Monsters

Taken prisoner: The PCs have been taken Area M7 (CR 6 or 9) Mosquitofolk, Swarm Spewer CR 9
prisoner. They awake in late afternoon, weak
Creatures: Four hollows stand guard at the XP 6,400
and stripped bare, standing in cramped pit
entrance to the woundmage den. The sound of hp 138
prisons. Each PC has been blood drained for 2d3
fighting attracts the secret stings from area M6.
Constitution damage.
Creatures: The mosquitofolk attack the
Mosquitofolk, Hollows (4) CR 2 Area M4 (CR 8)
PCs on sight, subduing them if possible. Some Creatures: Three blood jumpers are guarding
XP 600 each
mosquitofolk sounds an alarm if given the and tending to the mosquitofolk eggs in the
hp 16 each
opportunity. spawning pools. If they notice intruders climbing
down the cliff, they intercept.
Area M12 (CR 7) Area M6 (CR 8 or 9)
Mosquitofolk, Blood Jumper (3) CR 4
The PCs are locked in the pit cells: one to a cell. Creature: A pair of secret stings stand watch over
XP 1,200 each
Their gear and clothing is located in area M11. (To the valley below. If they spot intruders, one will
hp 37 each
prolong the desperation of PCs not having their sound the alarm while the other flies to intercept.
stuff, either have key items missing from area M11 Another is preoccupied with securing one of the Mosquito Swarm (2) CR 2
and in the possession of various mosquitofolk or corpses dangling over area M4. The sound of XP 600 each
have the entirety of their belongings be somewhere fighting attracts the hollows from area M7. hp 13 each
else, such as area M7.)
Each night, the mosquitofolk blood drain the Mosquitofolk, Secret Sting (2) CR 6
prisoners for 1d3 Constitution damage. The current XP 2,400 each Area M2 (CR 6)
prisoners are destined to hang from area M6 as a hp 59 each Creature: A secret sting stands watch on the
blood drip for the eggs at area M4. platform. If it notices intruders, it sounds the
Creatures: A blood blade and two hollows alarm if not already sounded. Otherwise, it engages
guard the prisoners. The blood blade is currently
Area M5 (CR 11) intruders with ranged attacks or pursuit.
sleeping in area M11 while the hollows wander Creature: A swarm spewer is preparing the blood
throughout areas M8 and M12. There are at least pool to receive the expected mosquitofolk young Mosquitofolk, Secret Sting CR 6
two other prisoners that PCs can get information in the coming months. A cage glider soaks in the XP 2,400
from. The mosquitofolk don’t respond to sounds deepest section of the pool, only its head above the hp 59
from the cells. water.

Mosquitofolk, Blood Blade CR 7 Mosquitofolk, Cage Glider CR 8 Area M1 (CR 4 or 7)

XP 3,200 each XP 4,800 Creature: A blood jumper has just completed
hp 85 each hp 105 a patrol of the lower portion of the lair and is
preparing to start again. It has a 50% chance to
Mosquitofolk, Hollows (2) CR 2 Mosquito Swarm (3) CR 2 be in a position to notice intruders (in or out of
XP 600 each XP 600 each combat) in all areas of the lower lair (but not on top
hp 16 each hp 13 each of the cliff), and if it does notice them, whether

— 17 —
Here Be Monsters

through Perception or blood sense, it immediately Without extreme precautions, PCs attract the Area M5 (CR 15)
moves to intercept. notice of the blood blade in area M2. Noisy PCs,
Creature: A pair of elderly woundmages prepares
however, may also attract the attention of the blood
Mosquitofolk, Blood Jumper CR 4 for a massive ritual to be held at dusk. Many other
jumpers at area M8.
mosquitofolk are attending to them.
XP 1,200
hp 37 Mosquitofolk, Blood Jumper (2) CR 4
Mosquitofolk, Blood Blade (7) CR 7
XP 1,200 each
XP 3,200 each
Scenario 3: Blood Ritual hp 37 each
hp 85 each

Level: 12th. Mosquitofolk, Hollows (4) CR 2

It has been an abundant and successful season. Area M2 (CR 7)
XP 600 each
The mosquitofolk ranks swell, and the young have Creature: A blood blade stands on watch. Even if
hp 16 each
hatched and already begun to explore the lair. Now PCs approach stealthily, the creature’s blood sense
is the time for sacrifice—the time for mosqitofolk to detects them within 60 ft. Mosquitofolk, Swarm Spewer CR 9
bathe in blood and show deference to their terrible XP 6,400
Mosquitofolk, Blood Blade CR 7
patrons. hp 138
Creatures: The mosquitofolk attack living XP 3,200
creatures on sight. Intruders are dragged kicking hp 85 Mosquitofolk, Woundmage (2) CR 10
and screaming—or dead and bleeding, it matters XP 9,600 each
hp 136 each
not—to the blood pool to give their blood to the Area M4 (CR 12)
celebration. Treat young mosquitofolk as variant
Creatures: A swarm spewer and three secret Young Mosquitofolk Swarm (4) CR 2
mosquito swarms:
stings prepare the young while a cage glider swaps XP 600 each
Young Mosquitofolk Swarm CR 2 out old dangling bodies for new ones full of blood. Variant mosquito swarm
XP 600 hp 13 each; Tiny vermin (swarm); AC 13; Skills Fly +9,
Mosquitofolk, Cage Glider CR 8
Variant mosquito swarm Perception +5, Stealth +9
XP 4,800
hp 13; Tiny vermin (swarm); AC 13; Skills Fly +9,
hp 105
Perception +5, Stealth +9
Area M6 (CR 12)
Mosquito Swarm (2) CR 2
Creature: A swarm spewer is coordinating the
Area M1 (CR 6, 8, or 9) XP 600 each other mosquitofolk in stockpiling all the corpses
hp 13 each available for the ritual later.
Creature: Two blood jumpers have just completed
a patrol of the lower portion of the lair and are Mosquitofolk, Secret Sting (3) CR 6 Mosquitofolk, Blood Jumper (4) CR 4
preparing to start another circuit. Collectively, they XP 2,400 each XP 1,200 each
have a 50% chance to be in a position to notice hp 59 each hp 37 each
intruders (in or out of combat) in all areas of the
lower lair (not on top of the cliff), and if they do Mosquitofolk, Swarm Spewer CR 9 Mosquitofolk, Secret Sting (4) CR 6
notice them, whether through Perception or blood XP 6,400 XP 2,400 each
sense, they immediately intercept. hp 138 hp 59 each

— 18 —
Here Be Monsters

Mosquitofolk, Swarm Spewer CR 9 Area M8 (CR 7) Area M12

XP 6,400 Creature: Three blood jumpers anxiously patrol Creatures: There are no mosquitofolk currently
hp 138 the ledges east and south of the larder. Each has within the larder, but there are three terrified,
a 50% chance to be in a position to notice PCs (in injured explorers within the cells. Ω
or out of combat) in all other areas, and if it does
Area M7 (CR 12) notice them, whether through Perception or blood
Creatures: A woundmage is readying hollows for sense, it immediately sounds the alarm. If already
their role in the coming ritual. sounded, it instead approaches and attacks the
Mosquitofolk, Hollows (16) CR 2
XP 600 each Mosquitofolk, Blood Jumper (3) CR 4
hp 16 each XP 1,200 each
hp 37 each
Mosquitofolk, Woundmage CR 10
XP 9,600
hp 136

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— 19 —