Creature Reference Back to Creatures

Culicoid

Large · Fiend · CR 12 · Chaotic Evil

Armor Class
18 (natural armor)
Hit Points and Hit Dice
190 (20d10+80)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
15
+2
CON
18
+4
INT
11
+0
WIS
14
+2
CHA
9
-1

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 8400
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)
Hover Yes

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 16

Saving Throws

Dexterity +6 Constitution +8

Skills

Acrobatics +6 Perception +6 Stealth +6

Languages

Abyssal, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
poisoned

Traits

Blood Sense

The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it.

Cloud of Mosquitos

When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again.

Magic Resistance

The culicoid has advantage on saving throws against spells and other magical effects.

Mosquito-Proof

The culicoid can’t be subjected to blood drain from mosquitos and mosquito-like creatures.

Speak with Mosquitos

The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language.

Actions

Multiattack

The culicoid makes three attacks: one with its proboscis and two with its needle claws.

Needle Claws

+9 to hit, reach 10 ft (3 m). Hit: 2d6+5 piercing damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can't use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target.

Proboscis

+9 to hit, reach 5 ft (1.5 m). Hit: 2d8+5 plus 2d6 poison damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.

About Culicoid

Culicoid is a large fiend with a Challenge Rating of 12. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 190 hit points (derived from 20d10+80).

Culicoid has communication capabilities including Abyssal, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Culicoid

2 tips available

When using Culicoid in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Culicoid

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Culicoid?
Culicoid has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Culicoid?
Culicoid is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Culicoid speak?
Culicoid can communicate in Abyssal, telepathy 60 ft..

Related D&D 5e Content

Related Creatures