Skeeter
Medium-sized Vermin
Hit Dice: 6d8+6 (33 hp’s)
Initiative: +2 (Dex)
Speed: 50ft
Armor Class: 15 (+2 Dex, +3 natural)
Attacks: Feeder Tube +3
Damage: Feeder Tube 1d6-1
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Mutations
Special Qualities: Mutations, Immune to Mind-affecting spells and powers, Dark Vision (60ft)
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 12, Int -, Wis 8, Chr 1
Skills: Hide +6, Listen +3, Spot +3
Feats: None
Climate/Terrain: Any temperate wetland
Organization: Swarms of 4
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement Range: 6-9 HD (Medium)
		      10-13 HD (Large)

See the Alternity Gamma World campaign setting for more information.

Combat:
Skeeters prefer to attack sleeping or immoblized prey rather than prey that can fight back.

Mutations: All skeeters have the following mutations: Chameleon Flesh, Poison Attack, and Battle Sense.  The poison attack is different that the one listed in the Mutations conversion.  Skeeter poison has a DC of 15, and paralyzes the victim for 1d4 rounds.

Society:
See the Alternity Gamma World campaign setting for more information.